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 PDA’s 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 QM’s pad
Well that’s 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 cargo’s end, unless your department didn’t 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 don’t 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 ?