Page 1 of 1
Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 6:05 am
by Bombadil
Issues with Station Goals
A: Take too much time
B: Too fucking expensive for what you get
C: Very little gains
Spent a whole round as captain just doing meteor shield setup. I was able to get from arrivals to cargo and part of cargo maint. Along with the escape shuttle but that was it. I had purchased over 5 boxes of satellites. Instructions state you need at least 2 satellites on the screen to ensure no meteors get through.
That was 15k credits and they were totally worthless only got a meteor storm from admins pressing buttons. Should just make the satellite system a single big object you can drag around and stuff metal and glass into that will produce a satellite on click so you can load the thing up with 200 metal and 200 glass and produce enough satellites to cover one side of the station or more.
BSA is even worse being that you need 20 bluespace crystals and quadratic capacitors for a thing that only has an explosion size of 1 and can only target gps's. Doesnt even hurt megafauna. Also if you fuck up the build you can cut the station in half.
DNA vault: Afaik really glitchy and requires an enormous amount of dna which is ridiculous. Also dna samplers are expensive as fuuuck
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 6:07 am
by onleavedontatme
The rewards need to carry over to the next round or they'll never be worth it considering how long they take to complete
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 6:52 am
by Oldman Robustin
If the rewards were crazy good I could see them being attempted without needing the round-crossover thing.
I've considered crossover effects before but there's always just too much "well if I get antag I really don't want the crew to use the badass shit I built to fuck my face in".
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 8:13 am
by XDTM
What if the BSA allowed you to shoot the other station
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 8:39 am
by DemonFiren
That would really put the BS in BSA.
Fund it.
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 9:03 am
by Whoisthere
Make station goals easier like for instance SECURING THE DISK
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 9:09 am
by Steelpoint
Station Goals should give a very strong reward for THAT round only. Right now there's no real incentive to go for a station goal and I disagree with having rewards extend to other rounds.
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 10:03 am
by Reece
Let the DNA vault 'clone' tame simple mobs. Spider, carp, monkey and such so you can ranch spiders. Also make it an autocloner with everyones DNA
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 10:10 am
by Steelpoint
Reece wrote:Let the DNA vault 'clone' tame simple mobs. Spider, carp, monkey and such so you can ranch spiders. Also make it an autocloner with everyones DNA
That's a good suggestion, letting the DNA vault be a very powerful cloning machine that can quickly, and automatically, clone someone on death is a good reward. Maybe even giving the person some gear, or even a new ID card based on their original job.
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 2:04 pm
by Bombadil
Steelpoint wrote:Reece wrote:Let the DNA vault 'clone' tame simple mobs. Spider, carp, monkey and such so you can ranch spiders. Also make it an autocloner with everyones DNA
That's a good suggestion, letting the DNA vault be a very powerful cloning machine that can quickly, and automatically, clone someone on death is a good reward. Maybe even giving the person some gear, or even a new ID card based on their original job.
If the station takes too much damage say like 75% or 60% why not have the current goals e expunged? Probably not too hard with singulo or tesloose
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 5:59 pm
by onleavedontatme
There is nothing remotely sane you can give out as a reward that will be better than what cargo/xenobio/mining/RD/botany has created in the same amount of time you spent building the station goal, and in any round you finish the goal in there are no enemies left to use your prize on. It needs a cross round reward for it to matter at all.
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 6:11 pm
by D&B
Why not make a buildable black box a station goal?
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 6:14 pm
by Steelpoint
D&B wrote:Why not make a buildable black box a station goal?
A black box would be amusing, at least you can see what happened to the stations last crew.
[youtube]RthgXpWDv6A[/youtube]
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 6:17 pm
by D&B
No, I meant the black box, colossus first drop.
It was a chest that kept items put in it through rounds. So if you killed a Drake and the Colossus and put Drake armor in the chest, you could use the Drake armor if you killed the Colossus again.
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 8:24 pm
by Reece
It was also absolute cancer.
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 8:33 pm
by D&B
Reece wrote:It was also absolute cancer.
Because it was only locked behind a megafauna kill, and the three people that could kill it reliably worked in tandem to fill it to the brim.
But say, crew working together to make one, with it being extremely expensive, with a limited amount of items that can be put at a time during each round, could gate the flow of extremely strong items, and it being more expensive to produce would mean crew could only get to the stuff if everyone works together/extended.
Re: Station Goals are too time consuming for little gains
Posted: Wed Feb 08, 2017 8:46 pm
by calzilla1
How 2 make black box
1 order box core (25k)
2 mine obsidian (pour cyro into lava and mining takes like 30 sec)
3 build 6 obsidian walls (4 obsidian shard = 1 wall)
4 put 10 bluespace matter bin/ crystal/ <90 pot tomatos(?) Into the core
5 craft it and boom its finished. Not too hard
Re: Station Goals are too time consuming for little gains
Posted: Thu Feb 09, 2017 1:19 am
by Oldman Robustin
Ok cmon Kor you gotta be creative:
Mech Factory: Anyone who steps inside will come up with a fully loaded Seraph mech, factory has only a short cooldown but takes an immense amount of material and an insane amount of powers to bring online.
Pandora's Box: Any crewmember can click the box (once) and receive rare and incredibly powerful artifacts (e.g. multiverse sword).
I could go on for an hour. These might not always tempt the crew to build them but it sure as fuck would be more likely to get me on board than what we have now.
Re: Station Goals are too time consuming for little gains
Posted: Thu Feb 09, 2017 1:47 am
by onleavedontatme
There is nothing remotely sane
Oldman Robustin wrote:multiverse war
Hmmm
Re: Station Goals are too time consuming for little gains
Posted: Fri Feb 10, 2017 7:42 am
by oranges
did they not add medals for heads who escaped when a station goal was built? I thought that was the point, to prove your leadership competence
Re: Station Goals are too time consuming for little gains
Posted: Fri Feb 10, 2017 10:17 am
by Not-Dorsidarf
BSA should let you fire at the syndicate base for a big fat cargo points reward
Meteor Shield should be upgraded to Station Defense Grid that auto-shoots down every meteor, dust, and simplemob that enters the station z-level
Vault should be what the other guy said
Re: Station Goals are too time consuming for little gains
Posted: Fri Feb 10, 2017 12:50 pm
by DemonFiren
Dorsi, you know it isn't Christmas anymore.
Re: Station Goals are too time consuming for little gains
Posted: Fri Feb 10, 2017 12:58 pm
by Davidchan
If station goals have little to no gain to them, what to do you consider antag goals? Their point is to be a challenge or guiding force to a round, not ever puzzle needs to have a prize at the end.
Re: Station Goals are too time consuming for little gains
Posted: Fri Feb 10, 2017 3:11 pm
by DemonFiren
Your sentence structure only makes partial sense to me, but that's because I just got out of bed anyway.
Antag goals don't need any gain to them. Antags already won the lottery by becoming antags.
Crew need a reason to do shit. If that reason isn't compelling shit won't be done.
Re: Station Goals are too time consuming for little gains
Posted: Sun Mar 12, 2017 3:55 pm
by FantasticFwoosh
Never seen one completed or people widely benefit from it. Flawed & pointless when medbay has autocloners & infinite health chems and as prior posters have mentioned, endgame departments can do the same if not better in a more industrially intensive manner.