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Cargo tweaks & rebalances + New Dialogue #4392
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* Rocko so silly * Hats! * Over 9000? * Rip Out Fancy Spancy Stuff... until I can get a Dev approval * Overlays with additive or subtractive blending no get flat good * Give Rocko a Home... * Addressing code review comments * Get Rocko out of the crate! Silly rock. * Clarion too!
@@ -8,7 +8,7 @@ | |||
var/time_until_shift = 0.0 | |||
var/demand_multiplier = 2 | |||
var/list/active_traders = list() | |||
var/max_buy_items_at_once = 20 | |||
var/max_buy_items_at_once = 99 |
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this will have some considerable balance implications, 50 would be more reasonable
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Yeah, I was going back and forth myself. 99 is a traditional value for the "max" to buy in games, plus it fits well with the 99 + invoice for max crate capacity. But, it could have balance issues like you said, but that's why I nerfed some of the things using unlimited purchase mats like fabric, etc.
Created discussion thread: https://forum.ss13.co/showthread.php?tid=16238 |
This is a suggestion, not a "gotta change it" thing, but if you're adding a whole new sound file, consider giving it a completely different sound profile to make it pop audibly rather than just slightly editing a current file. Giving the printer its own character via audio contributes positively to the soundscape. Example: if you have something using |
Hm. Would it be feasible to make traders request a certain number of an item(s), and then pay out a single bulk sum when the order is filled? Filling specific orders might be more interesting QM gameplay, and would be mechanically different than just shipping goods out to the general market |
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added the new printer audio, looks good to me, i'll hold off on merging until a coder takes a peek at the latest changes
About the PR
*Changes several minimum/maximum values for several commodities being sold/purchased through QM Console. Increases the Buy_Cap from 20 to 99 (99 items + Invoice). Changes around some values for # of items sold from traders. Ex. Gasmasks from 10 units to 25 units. Notable changes are nerfing cargo holds and jumpsuits and increasing other items slightly/moderately to bring more options to make money now that buy limit has increased. Gragg's starstone is now from 500,000-4,500,000 instead of a static 3,000,000. Let me know if this change isn't liked, as I put it in to bring in some variety to how it operates mostly. Also, let me know if 99 seems too high, I tested it and it seemed fine but you can't easily get every scenario tested since much of cargo is based off chance. If 99 does end up causing too many issues, reducing it to 50 was the next plan.
Adds several new dialogue lines to generic traders. Brought up general hike tolerance to 25 from 20 for clarity. Tweaks several duration times in Cargo, such as the supply doors and the QR Code Printer (SFX have also been adjusted). Also tweaks the chances for generic traders to arrive and leave, as well as increasing their maximum sold items to 4 instead of 3.
Changed the size of Supply Records PDA File from 8 to 6. QMs are one of the only jobs that regularly use their PDAs, so this just cleans up and gives them a bit more room to work with.
Also changes the artifact resupply timer from 3-8 minutes to 1-5 minutes, after an artifact is properly labelled and sold. ALSO removes the research cardlock from the chemistry resupply crate, as there really isn't anything remotely dangerous in there. Also cargo could really use access to beakers, honestly.
Why's this needed?
Cargo currently has a bit of a bloat issue with the amount of crates coming in that only contain a small amount of items. Since disassembling crates isn't affected by carpenter and action bars limit the amount of crates to one at a time, if you have mass orders coming in, it can quickly get out of hand or clog up.
Cargo "meta" only used jumpsuits/food/cargo holds to make money as all the others had way too much interaction with the QM console to the point it was tedious, so the most common ways (cargo holds and jumpsuits) have been tuned down slightly and many of the other options like ore, herbs, electronics, and a few others have been increased accordingly to match up and become valid ways to make money for the budget. Since this change increase the buy cap to 99, people may ACTUALLY want to buy the construction materials/fabrics and other materials sold at an unlimited amount like char. Which will IDEALLY bring a bit more interaction between departments, as well as just cut down on the amount of web browsing and mindless clicking & crate hell.
The chance changes are to make cargo less reliant on a single trader to make their entire budget from and then do nothing for the rest of the round. It gives them a lot more selection to choose from, but also the increased chance to leave will hopefully start steering people away from buying ten "200 metal sheets" crates at round start and instantly crafting pod parts.
As for the dialogue changes, they'll ideally bring a bit more variation and character into the masked man/woman/martian that is the generic trader, instead of just seeing the same lines over and over again. Besides, more variety never hurts! *Would really appreciate feedback and suggestions on the current dialogue changes and for future additions.
Changelog