There is a lot of missing potential here for req, but not without a lot of severe round-impacting implications, coding requirements, and balancing issues.
Of course, this idea will still be worth all of that.
And that is: The Cargo Dimension. A new Z-Layer that focuses entirely on the world of cargo below. Naturally, it serves absolutely no practical purpose. I can see people wanting to do that, to go and have some sort of mini-game or two, or perhaps an incentive for manually retrieving hidden crates, etc. But that would unnecessarily detract from the duties of CT’s and the QM/ASO.
The purpose of the Cargo Dimension is to introduce either a place of mystery, or hell itself. A place for the dead. Occasionally random freed mobs, from a new equipment class, of missing cargo technicians and PVT’s are able to be occupied by ghosts. They crawl out of their deep-storage cryo sleepers and find themselves alone in this darkness. Their goal is to survive against the singular cargo ghoul, a powerful but slow entity that ceaselessly chases them down. All the while scavenging for resources, banding together, and hoping to escape. But for these poor freed mobs, they never will. It is a fate worse than death.
What’s that? Not lore-friendly? Well, we’re in science fiction land here, I can whip up a 10-page back story in no time flat about the origins of the ghoul, a PFC whose sleeper was mislabeled, juiced on too many cryo fluids and forgotten for too long, etc. A man whose mind is warped and bent on the belief that he is still in a fevered cryo dream. His goals, however, are his own. Leave it to the player who gets the ghoul to make up their objectives. If they want to be a creepy storyteller, collector of cats, or the keeper of forbidden cargoid lore, imagination is their limit.
And why should this be done? Well, let’s see what has worked for every major religion for thousands of years. The threat of hell. Being tossed into the ASRS has always been a punitive brute damage-based death. But they can be brought back up and revived. A true Marine does not fear death. But he will fear the hazard to his soul for having been cast into such a place as this. Rule not with threats of the known, but the unknown. It is a power that is a necessary evil for the QM to have. A place to caste the MT wastrels, the PFC hooligans, and the meddling CMBs. Should they survive or meet with the ghoul, that is up to them.
But they will know not to step so lightly into the land of requisitions. For perhaps the QM has a special connection to the ghoul, and it may want things… and the QM may be obliged…
