But that was half the fun. A department could get weapons or armour for antags and be generally beneficial for the department. And antags are still disruptive
cargo will report the crate to security. it is still a armory crate. and delivering a armory crate to med with no oversigh is weird. you allready emagged your vendor (otherwise all of med knows you spent your departments funds on a SMG crate). and cargo has to decide that delivering a armory crate (which no one in med should even be ABLE to open) is a good idea? if they somehow DONT call sec on your ass then you deserve that crate due to the sheer incompetence of cargo.
thats why i added jumping the counter just mag open the box and take your weapons. but yeah I think having some oversight is good. though Command bypass could be done, making all command PDAās more vauable outside steal objectives. also screw driver the box to metal of course.
thats assuming it is even on station. any armory crates are usually delivered direct to sec in my expierence no matter who orders them.
with telepads now only connecting to cargo they will telepad to cargo or go to ATS, if they go to ATS yeah your not gonna get that crate unless your on ATS with QMās pad
Well thatās part of the flow chart, all the previous steps could be a failure that prevents players from getting their items. The initial implementation of departmental economies had few steps, so the potential of failure to get your items were all on cargoās end, unless your department didnāt have funds, or your request computer was destroyed somehow. The slips system in my examples just made a sure step (ordering your goods) into multiple potentially unsuccessful steps.
Does that mean that the acquisition slips are actively meant to create a new way of preventing players from receiving their orders ? If slips prevent more orders, is that a sign of its intended effects being successful ? In the departmental budget design document, its explicitly mentioned that the design goal was to get more items delivered to the players, hence the flowchart of possible steps that could go wrong and prevent players from getting their item from cargo orders.
I donāt actually know the data of successfully delivered orders, but if acquisition slips are made that way on purpose, then why not just revert departmental budgets all together if its core design is something to actively avoid ? What would make an economy system good ?
I hated the new system with the Aquisition slips at first, but reading about the pros and cons from this thread I think it is the best system. Departmental budgets are a good thing, as cargo canāt waste all the funds on gambling when chemistry needs a restock. It also provides some oversight so one person in a department canāt order 20 gorillas on their own accord wasting the entire departmental budget. The con is that it is more time consuming and requires the same amount or more work and waiting time as the original system had. I think having cargo telepads alleviates this issue somewhat. As long as cargo are the ones picking up and delivering orders, itās always going to have a problem with orders getting lost or stolen, no matter what system is in place.
TLDR; ordering consoles and departmental budgets are a good thing; acquisition slips are inconvenient but more useful at preventing misappropriation of funds.
That could be a benefit, however, cargo doesnāt really have any good way of knowing if something is a waste of money or not. Sure, 50 gorillas would be obvious, but a crate of musical instruments? That could be no big deal, or it might be a departmentās entire bank account. Only the HoP can view other departmentās funds. At least before the cargo tech approving the order knew how much money the station had to spare.
On a side note, if maintainers are committed to keeping the slips, they should just move every departmentās ordering computer to the front of cargo. There is no reason to make people run back to their own department to place the order if they then have to run to cargo to confirm it.
Youāre right that it doesnāt prevent EVERY instance of wasted money, BUT it does what its intended to do is prevent GROSS MISUSE of department funds. People are And to play devilās advocate on your side note here, if they are all close together, they are really easy to destroy all at once with Syndie gear.
On a side not of my own, maybe we should consider adding a charge to space law relating to gross misuse of station funds
I think I would prefer that, or to just ahelp people who blatantly waste money for self-antaging rather than make the system more cumbersome for everyone.
However, I might only be seeing the issue from the MRP lens. In the less than two weeks that department economy existed in its intended state, I didnāt see rampant waste of department funds, but LRP might have had a lot more of that, I donāt know. And of course, if someone did do that on mander, they would get dewhitelisted pretty quickly.
That said, at mid pop like mander often is, itās not uncommon to have a QM with either no cargo techs or just one. Which makes it difficult to have someone at the front desk to approve orders all round.
Agree with what you said here. Blantant misuse of department spesos should either be dealt with in-character or by an admin.
This new system is more cumbersome than the old one, therefore itās worse. I have an issue with the gameplay loop of cargo taking 9 years to get my shit.
I mean it doesnāt even have to be self antagging to waste funds. A doctor orders 4 emergency advanced kits (4800 Spesos) when chem desperately needs a restock. LRP definitely has more waste of funds, but itās usually not malicious, someone wants an instrument, so they order a whole crate when funds are low.
cargo being low on staff creates an issue with the supply chain no matter what kind of system is in place.
Making it a space law violation makes it against server rules for sec officers to waste money and would give an IC way to deal with financial misconduct in departments.
yeah only thing iād change is if a order is made with a departments money, have it arrive in a box locked to that department. for example if Sci orders steel for more borging itāll come in a secure box configed to Sci.
As for MRP. I also inhabbit it and nearly always use it, however around three weeks ago I played with a friend just getting into the game (Stares) and let me tell you. the things Iāve seen on the LRP.. For example one shift Sec decided to have a knife fight torument and ⦠no one stepped in and was like why.. tell you what I was an unhappy medical worker that shift. that would never fly on Mander.
I had that thought too, but how will you handle things like chem or armory crates that are already locked? Will a smg crate ordered by medical be allowed to be opened by a paramedic?
Also, cargo will definitely complain that they canāt combine crates since they will be locked.
I way I see to fix this is to give the option when you are printing the requisition slip to make it a secure crate for a nominal fee. Already secure crates would be unaffected.
You do make a fair point suppose the way Iād like it is if it used department locked unless it already was locked to something else in which case it just sends that box instead.
It would probably be a lot of work code wise, but Iād also like to see crate fills be dynamically generated when it comes to requests from the same department on the same order. save cargo some time. They wouldnāt have to combine crates and wouldnāt bitch about many crates they canāt combine because department locks.
The departmental lockboxes would work. Makes sense why thereās a fee there too
Thats a GREAT IDEA! crates that are already unlocked can have to option to come in a locked department lockbox for an extra 100ish spesos. It prevents theft, makes more use of the lock boxes, AND could possibly be configured to combine orders.
and can be used to make it a little more annoying to tell whats inside. how would this work with eg: armory crates? does it overwrite the access? require both/any?