Logistics is the backbone of any military (or organization for that matter). Sadly the USCM have perfected the art of keeping their muhreens supplied, leaving Cargo 1 man job.
Increasing the number of responsibilities would probably be the first step though I wouldnt know what else they can do that wouldnt interfere with their primary duties.
Cargo and the lack of things to do.
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Re: Cargo and the lack of things to do.
Steve Humason : Squad Leader, Military Police, Squad Marine
Chroma Tuflos : Pilot Officer, Corporate Liaison
Chroma Tuflos : Pilot Officer, Corporate Liaison
- Bronimin
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Re: Cargo and the lack of things to do.
GLORY TO REQUISITIONS!
After reading the rules a bit more closely, something I am going to do for my cargo technicians is to give them a blank cheque to go to the FOB in order to recover supplies or deliver supplies in person, sort of like that cargo bot you were talking about, both to get a better idea of how things are on the ground and to liven my CT's games up a bit. I'm wary of sending them down with the idea of constructing barricades at round start as that would invade into the Squad Engineer's niche (I'd only do it if the marines were cripplingly low on engineers), though I might send them down with sandbags and tell them to fill them =) I'm fairly sure that the CO can overrule me but I'm also fairly sure that I don't need to ask first, being the department head.
I love playing CT, more than RO if I'm honest. Less responsibility allows you to goof off a lot. I don't know if I've mentioned it in this thread but I see the CT as a 'creative acquisitions specialist' and to git gud you need to learn where on the Almayer you can go to find exploitable resources like medical after a failed marine push or the brig after a riot/ mutiny. Every bit of resources that you can find really helps with the tug of war between Req and Command over supply points; just recycling guns can save an RO a hundred-fifty plus supply points over the course of the game both in simple metal crates and in plasteel because the engineers won't bitch for more if they have a wealth of regular metal barricades to use. When I am RO I keep my Requisitions Forms in a single folder, and I can say that I usually order six to eight metal crates per game that I do not exploit recycling guns to create metal.
As to giving CT's acces to squad channels, that's just another way that learning the art of 'creative aquisitions' can help your game, lol. Each headset can hold three radio keys using a screwdriver on a headset pops out all radio keys. That is, use a screwdriver on a cargo headset and you will get the cargo radio key, same with squad headsets. Your humble Cargo Technician's headset, therefore, can hold the Cargo key + 2 squad keys which is exactly what you wanted.
After reading the rules a bit more closely, something I am going to do for my cargo technicians is to give them a blank cheque to go to the FOB in order to recover supplies or deliver supplies in person, sort of like that cargo bot you were talking about, both to get a better idea of how things are on the ground and to liven my CT's games up a bit. I'm wary of sending them down with the idea of constructing barricades at round start as that would invade into the Squad Engineer's niche (I'd only do it if the marines were cripplingly low on engineers), though I might send them down with sandbags and tell them to fill them =) I'm fairly sure that the CO can overrule me but I'm also fairly sure that I don't need to ask first, being the department head.
I love playing CT, more than RO if I'm honest. Less responsibility allows you to goof off a lot. I don't know if I've mentioned it in this thread but I see the CT as a 'creative acquisitions specialist' and to git gud you need to learn where on the Almayer you can go to find exploitable resources like medical after a failed marine push or the brig after a riot/ mutiny. Every bit of resources that you can find really helps with the tug of war between Req and Command over supply points; just recycling guns can save an RO a hundred-fifty plus supply points over the course of the game both in simple metal crates and in plasteel because the engineers won't bitch for more if they have a wealth of regular metal barricades to use. When I am RO I keep my Requisitions Forms in a single folder, and I can say that I usually order six to eight metal crates per game that I do not exploit recycling guns to create metal.
As to giving CT's acces to squad channels, that's just another way that learning the art of 'creative aquisitions' can help your game, lol. Each headset can hold three radio keys using a screwdriver on a headset pops out all radio keys. That is, use a screwdriver on a cargo headset and you will get the cargo radio key, same with squad headsets. Your humble Cargo Technician's headset, therefore, can hold the Cargo key + 2 squad keys which is exactly what you wanted.
- Steelpoint
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Re: Cargo and the lack of things to do.
Giving CTs/RO access to marine prep rooms is a suggestion as old as time I've made since we moved to the Almayer.
Alternatively is to have the Cargo machines stock hundreds of M41A/SMG/Shotgun magazines/boxes.
Alternatively is to have the Cargo machines stock hundreds of M41A/SMG/Shotgun magazines/boxes.
- Renomaki
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Re: Cargo and the lack of things to do.
If the cargo machines have all that, won't it make the addition of ammo boxes pointless?Steelpoint wrote: Alternatively is to have the Cargo machines stock hundreds of M41A/SMG/Shotgun magazines/boxes.
I want ammo boxes to stay, but be reworked. Maybe have it so that you have a few dozen empty ammo boxes and THOUSANDS of bullets instead of magazines in the cargo venders, and can have the CTs fill the boxes up when needed.
It's a silly idea, but it is something to keep their hands from being idle.
Sometimes, bravery comes from the most unlikely sources.
An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU
An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU
- DaigustoSphreez
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Re: Cargo and the lack of things to do.
Yeah, I wasn't aware of that, sorry. The point wasn't to have access to the squad channels, it was to give the CT more access to direct squad interaction and communication, along with giving the CT's/RO access to supply drop pad controls. This way, it wouldn't be a process reliant on the higher-ups (whoever controls supply drops) and a more efficient and time-saving process of giving supply drops to squads that need them, supplemented by the communication between the CT's and the SL'sBronimin wrote: Each headset can hold three radio keys using a screwdriver on a headset pops out all radio keys. That is, use a screwdriver on a cargo headset and you will get the cargo radio key, same with squad headsets. Your humble Cargo Technician's headset, therefore, can hold the Cargo key + 2 squad keys which is exactly what you wanted.
Also, please, cmon, can we please get access to prep rooms?
HAIL CARGONIA
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Re: Cargo and the lack of things to do.
ha ha ha. so much for that suggestion. denied without even an opportunity to counter the objection. in what way would they be anything like regular ss13 assistants? regular ss13 assistants dont have jack shit for access or real jobs, whereas the combined ct+mt would have access to both those depts and tasked with helping them run.misto wrote:how would you all feel about merging ct and mt into one general crewman class