Increase Cargo points when Xeno populations are high.

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Swagile
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Byond: Swagile

Re: Increase Cargo points when Xeno populations are high.

Post by Swagile » 22 May 2017, 13:35

Crab_Spider wrote:All of those are things you can order, you get one barrel charger in a muzzle crate, and incedinary slugs from a spec ops ammo crates. You ALSO sometimes get a custom built shotgun from a black market crate (that one handed gun that has a burst fire setting and makes short work of T3s) 2 Sentry guns would also be able to be ordered.
One barrel charger for 40 points is not worth it when you can get 1 mine bag, 2 frags, 2 inc nades, and 2 normal grenades for the price of 50 points.

Inc slugs, again, are not worth buying for the high cost when you can buy other cost effecient crates.

Same with black market crate (and custom built shotgun has such a low chance of appearing in those crates due to RNG being horrid that its a waste to put ANY points in for a black market crate).

Two sentry guns is the only sensible suggestion you give and even then, its better to just order plastisteel (which can stop crusher charges and then be repaired) than to buy sentry guns (as they can be easily charged over / sabotaged if a runner gets past your defences which happens a lot).
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Garrison
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Byond: SimMiner

Re: Increase Cargo points when Xeno populations are high.

Post by Garrison » 22 May 2017, 16:23

Swagile wrote:One barrel charger for 40 points is not worth it when you can get 1 mine bag, 2 frags, 2 inc nades, and 2 normal grenades for the price of 50 points.

Inc slugs, again, are not worth buying for the high cost when you can buy other cost effecient crates.

Same with black market crate (and custom built shotgun has such a low chance of appearing in those crates due to RNG being horrid that its a waste to put ANY points in for a black market crate).

Two sentry guns is the only sensible suggestion you give and even then, its better to just order plastisteel (which can stop crusher charges and then be repaired) than to buy sentry guns (as they can be easily charged over / sabotaged if a runner gets past your defences which happens a lot).
This is part of the reason I came up with this suggestion in terms of finding a medium to give marines a fighting chance against glaring Xeno advantages. It's only powerful if the Command or Requisitions staff can make effective use of those points. A poor investment or reckless deployment of said supplies "can" negate this advantage.

Still, as Craftedminer pointed out, the fact that Cargo can get seventeen 40 point crates in an hour with a 3x multiplier does make this seem rather over the top. Although I have doubts that the game would maintain such a multiplier for so long, because once the Marines evened the scales a bit or managed to push back the Xeno incursion, this benefit would be removed since the Xeno threat is no longer game breaking. I suppose some testing or tweaking would be required if this does get past the denied section.
LCpl. Raul Garrison: That nobody with a gun
Dr. Arthur Bennet: The guy you plead to fix you
Lt. Elizabeth Owens: The lady who won't stop badgering.

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