So back when all the venders on the ship were redone into the new current system. Req lost the ability to vend loose ammo boxes with a promise to have them added later. At the time, the person who did the PR (I forgot the name it’s been so long) That they couldn’t figure it out in the coding to make the loose ammo boxes work. So it would get added in later.
I’d say about a year is pretty ‘later’ as it could be. I don’t see why it can’t just subtract the amount of magazines it’s supposed to use to make a box (It’s really simple math, 1 standard M41 mag is 40 rounds. 1 box of ammo is 600 rounds. So that means 600 divided by 40 is 15. As in the vendor only needs to subtract 15 mags from the pool, and pops out a box of 600 rounds. And however mags you need to subtract for the M39 for the 10x20)
It’s bad enough they pulled CT squad prep access when someone decided it was a good idea to have non-stocking squad prep vendors. Then people realized this was dumb and reverted it so the vendors stock over time (And never gave the CT access back since the limited stock was the reason why it was pulled to begin with) but never adding back our ability to just pull loose ammo boxes has just made req life harder. Either you’re harrassing CIC for prep access for your CTs or you’re packing ammo yourself instead of actually managing and organizing crates going out.
Filling ammo boxes offputs a majority of newer CTs, making newer CTs quit req before they even want to try and learn other parts of the job. Sure I damn well hate packing loose rounds even if I’ve done it a million god damn times but it has to be done. It was something that was REMOVED and was promised to be added back. It’s the most tedious thing to do in the game, most people hate it, it’s even used by MPs as a punishment duty. There should be QoL options for handling this.
this just sounds absurd to me.
Isn’t the point of req to be job simulator? I think the thing that would offput new cts is the downtime between doing things (especially things of value to the player), not the things you’re doing.
it takes about half a minute per box. It’s just idle labor
I won’t hate on ur viewpoints tho (I can see why it’d be boring) but I don’t think it’s as big an issue as you make it out to be, unless it’s a majority of the job ur just filling boxes.
QOL to filling ammo boxes from vendors is good, carpal tunnel mechanics aren’t great.
I don’t particularly think that spam clicking mechanics are meaningful busywork. We removed it from carriers loading eggs into morphers and pulling from them, precedent is there to have QOL put in place.
From a balance perspective just have the channel be a similar time to manually clicking, or a tiny bit longer so if you want to manually do it you can.
Job simulators like CCG store simulator as a great example don’t make you pull every card pack out to put it on the shelf, it’s a channel with a box, same way to pull em back.
I don’t have the test environment working but if I can get someone to try a simple workaround I thought of it might actually work.
Spent about 3 hours yesterday digging around in the files to try and figure out how the nightmare of a system works. It’s a system built on references and references and references so the main code reference of the ammo boxes and how its organized is in one file and then all the secondary boxes are in another.
Out of all the digging, I think you include the var that is the magazine amount to the loose ammo box as 15. In theory from what I seen in the code, should only make it vendable with a cost of 15 mags. And shouldnt have any other side effects since the object of the actual magazine isn’t part of the loose ammo box code, so if you click on it, it shouldnt give you anything at all but cost 15 mags to the vendor.
If I can get a coder to test this theory I’ll go out of my way to even say what to add and where for testing.