I suppose I’ve only really addressed this stuff at length in the discord and in game on occasion. That being said, I naturally always get complaints about not being transparent enough, so hopefully I can end those claims with this.
Again, this is not an official roadmap, however the starred items are points from the Git roadmap, where everything else serves as a means to achieve those goals. Stuff that is glowing is already in some stage of development. This flow chart shows some sort of order in which each project should be implemented, as well as case dependencies. I’m happy to answer questions as long as you aren’t wasting my time with hyper-critical, smug speculation.
I’m curious about the logistics rework- It mentions making req more important, and increasing overall scarcity- What exactly does this entail?
Currently, requisitions is “important”, but what you actually need to buy as requisitions can be narrowed down into 4 groups-
Specialist & SG Ammunition
Mortar Shells [Depends on ASRS]
AP Ammunition
Materials [Heavily offset by 200+ free metal + infinite decon metal]
Literally everything else is free and can be acquired by anyone. Buying anything that isn’t in one of those four categories is a noobtrap and a complete waste of funds.
A consequence is that 90% of the req options are useless bloat that should never be bought.
The process of delivering supplies to where they’re needed to completely trivial. You get coordinates and click the LAUNCH button, or cry to the SO, and it just teleports there.
(Though somehow req still fucks it up half the time)
Whilst requisitions is a calming and somewhat meditative experience, it feels like something is missing.
What is your overall plan to overhaul the logistics side of marines? In your vision, what would the new and improved TM req look like?
I’m not quite sure why I can’t upload this the same way as the main one, but basically the goal is to destroy what is essentially legacy SS13 supply features as a main function of requisitions, and introduce logistical elements in their place. Supply drops are dogshit and cut out a lot of logistics processes. The focus should be much less about what you’re buying, and more about how you’re getting it to the people that need it. That, and also squad budgets, somethings for SLs to manage and request supplies based on needing things for specific cases, like grenades and other explosives or otherwise.
for the record medical rework is indev but a bit of a hiatus while i sort out my current college term (PSYCHOLOGY IS A PAIN IN THE ASS RN)
which means that im only really focusing on short term PRs but expect changes to start rolling out in at most 3 months from now
Medical rework design doc is somewhat lain out but not at all officially curated, its something that will get touched up as I work on it with thwompers oversight
I actually had the pleasure of playing a lowpop round last night as marine. It was alright right up until nobody built the FOB cades. Immediately, you might notice the very first thing on my flow chart alleviates that issue by eliminating the need to build a FOB. That’s neat. Let’s look a bit further. Survivor rework that reduces cade dependency, which is something they struggle with on lowpop? Interesting. Pre-round streamlining features that also greatly reduce the need for a req-line during pre-drop preparations? Who knows how that could impact low pop.
It’s not that I don’t care about low pop, I just get tired of all the mindless complaining about it. A lot of these changes will actually really help low pop, but it’s easier for someone to convince themselves that it won’t than to actually evaluate any of the proposed works.
In engineering world, you have what’s called the operating condition. I’m an Aerospace Engineer, and the common example is that planes are designed to fly at a certain altitude and a certain speed. When they fly at this condition, they fly most efficiently, as they are designed to, but they can still operate off-design, just with slightly lowered efficiency. You cannot sit here and tell me that we need to make low pop the design condition. That would be stupid.