Reset Password
Existing players used to logging in with their character name and moo password must signup for a website account.
- JMo 8s All death is certain.
- baewulf 0s
- Burgerwolf 33s PANCAKES
- Vanashis 10m
- Fogchild1 4s
- GoldenRatio 2h
- Diamond 37s After Winter, must come Spring.
- GrindingMyTeeth 28s
a Mench 7h Doing a bit of everything.
- Veleth 13s Vampires don't sparkle.
- NightHollow 10h
And 28 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

Cargo overhaul
Introducing cargo wars

I always thought cargo has a lot of potential in Sindome because like macguffins they can be expanded limitlessly to promote conflict.

Here are some ideas that when all applied together will lead to a much more dangerous but also more profitable cargo system promoting RP and incentivizing hiring bodyguards, promoting vehicle combat, and setting up crews to run the cutthroat logistics business.

Anyone can get a cargo license but there is no conflict or competition between cargo drivers.

Remove on-demand cargo runs

First, we should remove the ability for cargo drivers to go to a pickup location and just ask for a gig. Instead, the cargo should be available on intervals and should be given on first-come, first-serve basis.

On random events, high value cargo such as gems or sensitive electronics can appear and offer much higher payouts than regular runs and are available at certain times and in limited quantities, which creates urgency and competition between organizations to secure them.

Trucker radio signal

Let's make a constant radio signal where a "dispatcher" of the cargo organizations will announce when there is a new run available. Much like real life trucker radio chatter, we can introduce random chatter (GPT-powered?) from random truckers talking about truck life (prevent small worlding and better immersion) with the odd announcement from a dispatcher about a new run available at X location, let's say once every few hours. All PCs would then compete for that run. This could introduce random events or obstacles that occur during the cargo runs, led by other players, such as ambushes by rival groups or law enforcement, that would require the groups to strategically plan and prepare for their deliveries.

Reputation system

All successful runs should increase a reputation level for the player's faction. If a player is associated to a faction (PRI, syndicates, or a business) that faction's reputation should go up and as a reward they will receive better runs with better payouts. If you fail a run your reputation goes down and your payouts go down, until it hits a minimum and your license is subjected to audit by the WJF.

Cargo theft

If you disable a vehicle, or intercept a cargo run, there should be a mechanism to steal the cargo. Let's say you can remove the cargo from the back of a van, which becomes a carryable object which then you can put back into another cargo vehicle or sell it to a NPC. Stolen cargo can be sold off to a random NPC (let's think about someone who already buys stolen crates, for example) for extra profit, damaging the reputation level of whoever you stole it from and earning a quick profit, much like MacGuffins.

I like the idea of Reputation and Cargo theft.

But I have a different Idea for how cargo should work. I don't think it should be first come first serve, I think that punishes people who can't be logged in 24/7. I don't think making it a race where you have to pick and choose between RP or earning your weekly income will be a good experience.

I think that cargo should be treated like it is in space simulation games. Where there is a cargo market where you have to leverage your own chyen to buy specific cargo types to fill up your hold, and then haul it off to the destination that is paying the most in return for it.

A board that tracks sale and purchase prices of cargo at each of the loading docks would let you make decisions about your routes and your cargo purchases. I think it would be enhanced even more if having a high trading skill had a noticeable impact on your cargo purchase prices.

If you get disabled along the way I think the transfer cargo command should allow one cargo vehicle to transfer units of cargo over to their own hull but only if the vehicle is disabled. Which should require vehicle combat.

I also think that there should be licenses for cargo haulers to arm their aeros for defense purposes to encourage fighting and to cause more damage to aeros to help the mechanic market as well. I think by putting it behind a license it at least gives people a better chance to do crime with it. Yes, they would need to risk their license to do something like that, but it accomplishes the first step of allowing them to be in the position to make that choice by having a legal reason to be armed in the first place.

One thing I've experienced lately that I am not sure I like entirely is that its easy for someone on foot to deal severe damage to a vehicle, and if the vehicles only option is to drive away or fly away it really diminishes the experience and makes it feel very one-sided. The interaction ends as quickly as it begins.

Thanks for bringing this topic up!

I thought the same about punishing people who aren't on 24/7 but I think that's fine because there is a weekly income limit cap so those people would be forced out of runs after a certain point. Reason why I think the runs should be advertised on a radio signal is to create a "capture the flag" scenario where people scramble to get the runs first. But I also like your idea as well.
I like the idea of various 'routes' and in-particular would like if these included some badlands routes.

While I don't think vehicle weapons should be licensed - I do think a way of installing and concealing them on your vehicle would be nice. I imagine you would have to use a hard point weapon a level lower than your hardpoint to accommodate an extra modification as an added balancing factor.

I like these suggestions and want to suggest some additional nuance.

Make the trucker radio on a frequency that is only accessible on stationary (not in a vehicle) radios. The benefit of that is to create public RP in establishments that have radios.

Imagine if there were multiple similar stations that broadcast similar paydata about available work. People who "touch the radio dial" might risk harm for doing so. And specific bars, clubs or other public radios would eventually gain reputation for catering to customers who rely on that particular radio frequency for paydata.

Someone mentioned that having to follow radio chatter would be disruptive to RP. I suggest that it IS RP. "Sorry babe. Can't go to the cat party with you. I really need listen to the radio so I pick up another load and buy some of that new, low cost cyber."

PUBSIC - Can you imagine missing the cat party because you want to haul cargo? Sounds like thr kind of stupid thing a Mixer would do.

High-value routes were notionally on the sketchpad for future freight design but my impression was it was a matter of the dev time being available and a lot of other stuff having priority because freight works as is.

I'm not much of a fan of randomized times for tasks as I mentioned in the other thread, but that existing would massively advantage me so I won't die on a hill about it!

Concealment on vehicle weapons is 100% a great way to enhance cargo conflict and vehicle combat. I doubt we'll ever see any type of licensing for vehicle weapons except maybe corporate vehicle exceptions as licenses (where the RP and other IC factors should already influence this so I won't go into it more), but concealment should 100% be a thing.

A little James Bondy, but good for the game IMO.

I doubt we'll ever see any type of licensing for vehicle weapons...

In lieu of recent corporate project changes and cargo changes, I thought this thread can use a rehash. A lot of excellent points are made here, and I think we should really touch on cargo theft just not being a viable discipline at this time.
Trucker radio is a good idea. There should be opportunities for people to rob shipments, then sell the stolen, hot goods, for lower prices, ("This gun fell of a truck.") Things can only be really cheaper than wholesale if they are stolen. More stolen goods, more economy, more RP, trying to figure out if someone is trustworthy enough to tell about the NOVA HOT DEALS on NOVA HOT MERCHANDISE. Maybe make goods that are rumored to be stolen difficult to sell on the market, difficult or impossible, leading stolen items to remain firmly in player-player circulation. Sketchy people caining on folx to pocket part of the profit from the stolen goods. All that good drek. Making vulnerable, valuable drek be in transit would liven things up. In theory there would be automated and non-automated freight traffic, but robbing an an NPC Trucker? Sounds like a pain to make, and also kinda farmy. Would give people a reason to want firearms maybe, cause how are you gonna stop a truck that's driving away from you with a machete. With a gun you might be able to shoot the wheels.

Trucker radio is a good idea. There should be opportunities for people to rob shipments, then sell the stolen, hot goods, for lower prices, ("This gun fell of a truck.") Things can only be really cheaper than wholesale if they are stolen. More stolen goods, more economy, more RP, trying to figure out if someone is trustworthy enough to tell about the NOVA HOT DEALS on NOVA HOT MERCHANDISE. Maybe make goods that are rumored to be stolen difficult to sell on the market, difficult or impossible, leading stolen items to remain firmly in player-player circulation. Sketchy people caining on folx to pocket part of the profit from the stolen goods. All that good drek. Making vulnerable, valuable drek be in transit would liven things up. In theory there would be automated and non-automated freight traffic, but robbing an an NPC Trucker? Sounds like a pain to make, and also kinda farmy. Would give people a reason to want firearms maybe, cause how are you gonna stop a truck that's driving away from you with a machete. With a gun you might be able to shoot the wheels.

I think cargo theft is viable with some elbow grease. That is to say, cargo requires standing still in a vulnerable position (including on Red) outside of your unlocked vehicle for long enough that many people could definitely rob you, your car, etcetera. Much easier to steal than macguffins were.
I wouldn't want to limit it to cargo theft. That may be the most profitable option but I think the ability to just destroy or otherwise sabotage the cargo is also a good idea.

I just wanted to bump this thread since Staff has been paying closer attention to cargo heists and adding NPCs to accommodate purchase of said cargo from heists as I will be referencing it in feedback.
Cargo theft might need a little more thought in general. As far as I understand it, if someone doing cargo gets even one shipment stolen, they lose their license almost immediately, which then prevents them from doing cargo again, turning off a faucet for people to steal cargo from.

So instead of it being a fun conflict loop, it becomes a thing where you're essentially turning off someone's coded job pretty much for good. It'd be nice if there was some kind of "expected inventory loss" each week so that maybe even the drivers themselves can hustle some extra out of facilitating the "unexpected loss" of their cargo, or maintain the opposite if they're after promotions.

Not to reignite my tirade against licenses, but freight was really one area that showed how counterproductive licenses are when you want to encourage the exact thing the licenses discourage. It was one way to deploy the system slowly but just ended up being a terrible all-or-nothing implementation.

What was suggested years ago about characters buying in to the system and risking their own capital instead of trying to thread the needle fulfilling subjective and contradictory IC and OOC directives (licenses want you to follow the rules IC while breaking them OOC), makes infinitely more sense to me than the license system ever did.

Sindome loves implementing as many laws as possible to constrain its new systems, which really killed the roll-out of vehicle combat, but freight was just so lucrative it ended up being that everyone with the correct pretext would need to be licensed or it would be a devastating disadvantage, and they couldn't even really be enforced because there we so many problems with the system that would make cargo undeliverable.

At least if characters are just risking money to make money there is no subjectivity and ambiguity about what their investment is or what their risk is they're taking on.

I also think any re-implementation of freight is going to need to decide how the game wants freight to relate to the income cap because, on the one hand I get the sense that there is conflicting views on the way that freight can dramatically exceed it, but on the other hand the system is much too elaborate and expensive and complex if it doesn't.
For example, I thought an interesting and surprising (to me) success of cargo is that at the basic level it was a popular and enjoyable way to earn chyen even when it was earning approximately what might be through other automated sources. Players just liked freight, they would do it even if it was just dressed up crates. Everyone got really into it.

As long as it didn't require too many hoops it was a lot more thematically appropriate and fun for many older characters to be making ~10,000c-15,000c even if there were other options open to them. You could do this with the most basic cargo vehicles and it stayed a reasonable way to make that income up to the mid-range cargo vehicles even if they would take a while to become profitable because those vehicles were just fun to have and useful for other things. That is where, to me, freight excelled the most.

Where I thought it got more ambiguous in benefit overall was when it started to scale past that point, into oversized freighters and multiple cargo containers and much more elaborate freight runs and advanced licenses which made the whole experience very costly and involved but also commensurately profitable if you could jump through all those hoops.

So I really enjoyed investing deeply in the system, buying all the expensive stuff, learning how best to use everything, seeing rewards for doing all that and being active about it, it was super engaging but it also got to the point where I felt like my being rewarded for my activity and knowledge and investment was not really in keeping with the spirit of having constraints on income, where we do want to reward players so they are active and doing the things we want them to do, but we also don't want those players with the most wealth and the most activity and the most game knowledge to just be snowballing to the point that it creates strong inequality in the long run.

So there might be some merit to thinking about starting back with freight again as something that is a bit more scaled down towards the 3-10 SCU vehicles being sort of the zenith of experience, not maybe having complex licenses, not maybe having complex freight runs, not having super high price tags on weaponry that is meant to be part of the eventual experience. Basically just bring everything back a bit to be in scale with the rest of the game so that it's in line with other income choices and one equal option among many.

Put more simply: I love the idea of cargo hauling whether it's good or not, and in a game like Sindome I think it makes completely sense and remains fair to be able to invest 10,000c or 50,000c or 150,000c or 500,000c into stuff that increases your earning potential to make those investments worthwhile to make sometimes.

I don't think it still works if you can invest say 2,000,000c and still have it be worthwhile because at that point you're beginning to get out of the order of magnitude of everyone else.

My suggestions for the return of ground cargo

---

An additional cargo stop should be established in the NE quadrant of Red. Around Toxic Power.

The current payout of all delivered cargo should be multiplied by 75%. Roughly 1,250c/SCU/hr.

The current payout of all STOLEN cargo should be QUINTUPLED.

Cargo should not count against weekly earnings cap.

License grades and cost should be tied to vehicle cargo capacity.

Revoked license should be able to be instantly reinstated for free under certain situations. You just have to file a Judge report. You know... snitching.

---

I come from the game design philosophy is that in a world where you say you can do anything, some players will want to do the dumbest things. In that case, let them.

And if a player wants to treat Sindome like it was an actual JOB... more power to them I guess?

So a very unique bug exists within the coding and framework that someone engaging with the cargo system, if they do not possess a Sindome membership they can in theory make unlimited money in a very specific way, allowing them access to whatever living pad that they desired as long as they could afford the initial payment. If someone dropped 40K into an apartment door, their weekly income cap would go up 40K to compensate. Normally ACME crates and the like wouldn't be able to generate an additional 40K so this is pointless, but with cargo they money doesn't stop until you hit cap.

So in theory, as long as a PRI service driver is willing to put in the hours, they can live in a penthouse.

Slither is aware of this bug, and when brought to his attention on the boards their reply was along the lines of "If they're willing to do this... more power to them."

This is because to afford the cheapest of the penthouse apartments in the Mix, said PRI driver would need to dedicate EIGHT hours to doing their job over the course of a week for the ability to say they live in a penthouse at 40K per week.

That's not eight hours a week of just sitting around the computer doing normal shit while occasionally glancing over at ganger hour gone wild. That's eight hours a week of actively watching the movement of your character through the world, typing DRIVE S W W NW NE N N E N N N N N W U U D D L R L R for eight hours. Truly riveting gameplay. And this is if you aren't trapped in the nightmarish hell called traffic. Which you can only really count on avoiding by playing Sindome at hours that most would call nightowl. Oh, and there is absolutely zero roleplay during this entire time.

This is eight hours dedicated each week of doing this non-stop. This is also a REQUIREMENT because the only reason you're allowed to do this that much is to maintain a pad because you don't have a membership. You're still only making roughly 10K a week take home working for PRI no matter where you work, and you still have tolls to pay.

And you know something, if a player wants to put this much dedication into your game, not only let them, but reward them for it too.

So my idea revolves around the idea of making cargo into what it was intended to be, crates on steroids, instead of what it is. Crates on meth. This is because while yes cargo pays a lot, it doesn't expand your weekly cap. You're not earning more, you're just earning it faster meaning you can concentrate on other shit.

My idea would be to throttle the speed and make it less hyper fast and meth like while at the same time ripping off the cap means unlimited gains. Which is what steroids do.

This will essentially allow players to be able to continuously make income, while the massive increase in the price of the goods they're carrying makes them a beacon of a target for interception. Driving a rinky dinky deliverator will turn you essentially into a Diablo loot goblin. A tiny and defenseless creature that screams OH NOES! and tries to run away while you smash it to pieces.

Which is actually incredibly easy. Not going into details how but a shotgun and the command BLOCKADE NE means that the little PRI loot goblin is going to have a bad night. You don't need twin mounted rocket launchers to convince a driver it is in their best interest to get the fuck out of the cab. Hence why I recommend a second depot in Red to vary up the dangerous routes a bit.

I'm not sure how actual cargo vans would be affected, though at the same time it would give the owners of said vehicles a great amount of latitude to rent and loan out their vehicles to immies looking for flash. Given that the owner of the vehicle would be responsible for paying the lost cargo fee to reinstate the license, it could to a tense situation where gangers armed with shotguns order a driver out of the cab, only to be met with laughter and the question "Do you understand who you're robbing from?"

And that's if the ganger is lucky because in this situation Syndicate equals Megacorp equals not requiring licensing to mount weapons on registered vehicles. Of which the delivery van is one of.

Just some thoughts to play with...

I have a feeling if I made two to six million chyen in one week, players might feel upset.
I have a question, and it will come off as snarky, however I only kind of mean it that way because I would like to have a discussion.

Did you see unlimited chyen and just randomly grab the number 2 million as a hyperbole to just shut down this conversation?

If so, then can I ask why the community is so against the concept of people making chyen?

or

Do you honestly believe that the system that I proposed would allow you to make two million chyen in a week?

Because by my calculations, while that IS doable (assuming ten crates per trip), that would require 160 hours of driving that truck to accumulate two million chyen. In a week. I say it's doable, but given that there are only 168 hours in that week, this accomplishment would be questionable in terms of being an "accomplishment" and more a test of endurance akin to the Russian Sleep Experiment. Even going for one million chyen results in 80 hours in a week. At that point you're typing commands into a computer "playing" Sindome more than programmers at CD Projekt RED did during crunch season "making" Cyberpunk 2077. At this point it's less a problem with the system and a problem with the player's priorities in life.

So can we look at what I came up with in terms of more "realistic" numbers?

The math I hammered out for the system involves the idea of what I think is putting in a "hard day of work" at Sindome. Which to me would be engaging in the mind numbing system for the period of approximately 8 hours over the course of a week. This would result in 30K* per week for PRI truck drivers and about 100K for Cargo Trucks (again assuming capacity of 10). Please bear in mind while 30K sound outrageous, cargo running means giving up crates/candy money, so 30K is to compensate for that.

I feel this would be fair compensation to the PRI driver for running in the hamster wheel powering the generator keeping the lights on, while definitely being a chunky enough number for drivers to risk their lives (but more importantly their vans) for fat stacks.

But that's also the question of what is fair payment for player investment of time versus payout in regards to automated payments like jobs and things like that. We can critically pan the television shows as being contrived and repetitive and say that the writers don't deserve their auto payment to do nothing on an IC level, but on an OOC level holy crap I do not have the creative brain juices to write a single thirty minute episode, let alone a series of ten. That should most definitely be rewarded for the man hours to pound that out, let alone cohesively write a small novella several times over.

So given that that level of dedication is rewarded, what should be the reward for willingly participating in cargo, a gameplay loop that is as emotionally stimulating as working the PRI factory floor while being a hundred times more dangerous?

And if you're worried about how fast income can just roll in from using a cargo van, you forgot about vehicle weapons starting to become pushed. My system having robberies being worth five times what they are now suddenly means every trip now could turn into legit armored truck heists. Uneventful trip for you means money in your pocket to spend on the economy. Your brutal and violent death during a robbery means EVEN MORE money into the economy divided among multiple sources as opposed to just you. Win-win.

And given the rate of approximately 12,500c/hr... how many hours of legitimate work would it take for you to recoup the loss of a fully armored delivery van? If this would be considered just a casual loss to make up, maybe numbers elsewhere should be adjusted.

No, I agree that would be close an impossible workload for a 10 SCU cargo vehicle, but there are larger vehicles and some of them fly. I'm sure there's lot of ways of implementing freight in a way that improves the experience for everyone but I don't personally think uncapping the rewards would be the way because it would create a huge difference between some time investment and a lot of time investment.

I do think it's good to reward activity and investment and good play (however we might define that) but just with a mind that players playing an hour a day and those playing four hours a day (or more) are all still somewhat on an even playing field.

You can make about 50-80k chyen an hour in a 3 SCU entry-level vehicle at the moment the way things currently work. This isn't -actual- chyen, though - you're still capped at about 13k~ with overflow, with the rest excess being put into non-membership rent.

I totally believe 0x1mm when they say 2-6 million would be possible in a week, especially with a 75% payout increase as suggested above.

Something like three people doing this would probably irrevocably break the game's economy and then some.

I mean, just being able to pay for insane apartments, which normally are supposed to be RP rewards, is a good enough reason why it's a bad idea.
I'd expect to get smacked for buying one of the 200k pads or whatever with the membership rent thing, regardless of where the money comes from.

Whatever happens to cargo, I just hope it's at least something with a bit of back and forth. I think it'd be boring if one theft equals license lost for both the person getting stolen from and the people doing the stealing, especially when it takes several weeks to end up in the cargo-capable positions in the first place.

I loved freight and personally enjoyed the loop and gameplay and theme of it a lot, but in a general sense I think it's important that different income sources have somewhat similar potential so that no one role and activity subsumes all others, and I don't want there to be any one income system that players feel they have to use regardless of their archetype (even if I happen to really like it). Freight was never checked by vehicle combat or piracy so there was no counterweight on just anyone doing freight.

I do think things like widespread vehicle combat and piracy mechanics would have balanced out the old system when it originally launched because it would have filtered out characters who were just doing their usual archetype and income plus freight in favour of characters who were built for the purpose. The highest fringes of freight income weren't so great that a character who had dedicated millions and most of their UE towards it would be over-rewarded compared to others, especially once elite vehicle combatants started to mean characters who could no longer also be good at character-to-character combat.

If we had had common and widespread and affordable vehicle combat in the city before freight had launched, so that freight would have been competitive for specialists, and there was a strong financial incentive to compete with (ie. explode) vehicles carrying freight, I believe it would have reached an equilibrium with other activities eventually. But I'm really not sure we'll ever get there now because I've just found there is a lot of philosophical hangups among players and staff about having vehicle combat become more unchecked in the city.

Basically: Wherever the freight money is being made, you need all the vehicle weapons and vehicle combatants to be there also. Putting freight in the city and locking the combat outside to a greater degree could not possibly work. If the vehicle combat is really only meant to be truly unchecked outside the city, then that is where the freight money has to come from also.

Though I will selfishly caveat that when space everything was abandoned and it became clear that vehicle combat and vehicle stuff was going to be significantly focused on the Badlands, I lost almost all my interest in supporting or popularizing vehicle play.

The post-apocalyptic desert has appeal for a lot of players I know, but I don't find it to be cyberpunk, so my hope is the city will remain the focus for all vehicle play in the future.

@0x1mm

Here's the thing though, vehicle combat already exists to the extent that cargo allows already. As I said if gangers decide to blockade the entrance to the 100 Rads parking lot with a dune buggy, they can literally trap a Deliverator full of cargo with nowhere to go. Doubtful that a Deliverator can actually outmaneuver that buggy to get around it.

This doesn't require vehicle ammo or a chain gun. You can get out of the buggy with a long arm and then fill the Deliverator cabin full of bullet holes.

Also, the weapons and ammuniton and equipment has ALWAYS been in the game. It is right now. There is nothing stopping Mr. Syndicate from requisitioning combat armor plating and mounted weaponry for his delivery vehicle. Nothing at all. He can wait patiently and blow up other delivery cars to smithereens, stealing all their cargo and pocketing all that money.

I think that's what the game was trying to encourage with that one news article from the WJF. Megacorporation vehicles don't require licensing for weaponry. And the Yakuza is a Megacorporation. Hence, a delivery van registered to the Yakuza corporation doesn't need to worry about pesky things like what the Judges have to say about those 20mm Autocannons.

Why don't they? Because I think you hit the nail right on the head. You can't be top PVP in the car and top PVP OUT of the car at the same time.

Nobody actually had the skills the car combat required for this system to work because the UE cap had crystalized PVP into such a fine tuned meta that anyone wanting to lean into the car combat would mean going from contention of 2nd best PVP blade to maybe 5th, which could mean being permed.

So everyone played nice because everyone so solidified in their build post respec couldn't even begin to start training vehicle PVP. Hell right now the only way to really engage in car PVP is to come in with a character dead set on engaging in car PVP, build from there, and even then they're probably not going to see a pay-off to that character concept for a bit of time, if at all.

And I think that those philosophical hang ups about combat in general are what is holding Sindome back. I've definitely noticed any attempt at introducing mechanics that might upset the crystalized S-Tier PVP that controls the top is quickly shot down, and mechanics that would help to swing up against that S-Tier are suspiciously left broken.

For example, a top tier solo can deflect a bullet with his blade. He will never have to deflect a Buick as long as the staff never update the ram command to function as intended. And munitions will never be improved because of boogeymen fears it could provide an unfair advantage to firearms players, but at the same time it will never be removed because the UE refund would go straight into combat stats and firearm skills, which would require more rebalancing of melee fighting and buffing of long blades to make sure it was more "fair" for the shroud and their dual ceramic katanas. But addressing this explicit catering to a certain play style is a different bridge to burn completely.

But if the problem is vehicle combat in the Dome, that's fine. Lock licensing to type of vehicle. Keep the PRI logistics driving around in their glorified golf cart inside the Dome and move the Cargo Van depots to outside the Dome where large scale car combat is encouraged. Then have the only IC organizations capable of granting cargo licenses be PRI's small scale Deliverators for store restocking and the Syndicate's heavily armored vans for Badlands combat.

Also having access to this lucrative money making opportunity would additional responsibilities. If the Syndies are backing you on your license to drive their trucks, then they're going to definitely want their money out of you. And having a weekly income expectation would be just the thing to help motivate people to get out there and earn.

This wouldn't be a system you could just casually moonlight for a few extra bucks, but for those who like the idea of actually working working to feel a sense of accomplishment in their gaming experience and are willing to turn a niche concept (OTR Trucker) into a character with services in demand.

People can decide to rob the Deliverators, sure! You can do this pretty easily honestly in more than one depot location, too.

The problem lies in that you get to do this once per logistics driver once, ever, because they lose their licenses immediately after a failed cargo run. Cargo is also random per assignment, so you could spend all of this effort to steal what is essentially a shipment worth less than 700c at base turn-in costs. Maybe like 1400c if the NPCs that buy stolen cargo decide to pay you double for it. Best case scenario, maybe like 7000c - not even enough to cover the chyen exiting the game via re-licensing costs.

I've done some reading on the topic and it seems like the developer that did all the cargo & vehicle stuff isn't even around anymore besides.

There's a lot of OOC fear-inducing information about lost cargo licenses if your cargo gets stolen and I'll just say please explore that IC because I don't think it's going to go as you think.
The system couldn't even detect cargo losses last time I was using it but I really can't blame players for taking the license system at its word because it is hung over everyone's heads who uses it. Horrible, counterproductive system.

I genuinely don't know what anyone was thinking that piracy could work within the confines of that system, setting aside the fact that it doesn't work mechanically of course. The design language for piracy is right there with crates, but everything everything everything in 2022 had to be licenses and WJF control and centralization.

Essentially every system that had a licensing mechanism attached to it failed on some level. It's staggering the amount of development that was wasted on systems that got hidden behind bad policy mechanisms just to keep control of the game world centralized.

If freight ever re-launched with the same licensing system it had before it would really demonstrate to me no one had really understood the failings of the original design.

Nobody actually had the skills the car combat required for this system to work because the UE cap had crystalized PVP into such a fine tuned meta that anyone wanting to lean into the car combat would mean going from contention of 2nd best PVP blade to maybe 5th, which could mean being permed.

So everyone played nice because everyone so solidified in their build post respec couldn't even begin to start training vehicle PVP. Hell right now the only way to really engage in car PVP is to come in with a character dead set on engaging in car PVP, build from there, and even then they're probably not going to see a pay-off to that character concept for a bit of time, if at all.

It's not salient to the overall point being made here but I did actually have a pretty highly specialized vehicle combatant character, but the issue was there was not really any competitive reason to employ it because 'robbing' people basically involved destroying them for pocket change. I'd make the analogy of robbing crates in Xo5 but it may actually be even more disparate.

It had solid purpose as a scorched earth conflict tool but there wasn't really any middle ground between 'ignore players' and 'delete them completely'.

I definitely think that the all-or-nothing mechanism of cargo transfer will probably need to be rethought for something like light or moderate piracy to exist, something like attacks peeling cargo off so damaged vehicles can limp off and not have to be wiped out.

The exploration IC of the cargo license thing has been "do not lose the cargo or you WILL lose your license, no ifs and or buts". Sussing it out for any leeway was like one of the first things I did.
I wouldn't really take the IC information I've been given as granted, especially if it's coming from PCs.
I wouldn't really take the IC information I've been given as granted, especially if it's coming from PCs.
It is always this double-speak when it comes to licenses, they are simultaneously critical to game play and must not be touched, but also maybe their provisions and rules are not enforced! Wink.

Little wonder this is not a system anyone cares to dance around when it's based on the vibes of the WJF PC du Jour #20 and however any given GM is feeling today. This is a microcosm of the failure of corporate play in general where players could hardly be blamed when the game tells them one thing, OOC discussions imply another, and what actually happens (fired, promoted, demoted, rewarded) is a coin-flip.

The purpose of the license system was to create a murky system where players would not be able to know what was correct or fair or enforced or not so that it could serve as a stick for the WJF to control carrots of archetypal play because without them they'd be treated by other players like CorpSec and most of them became WJF because they felt unrespected as CorpSec.

I do often wonder how SD thinks crime will arise from implementing rules as possible.

There's no double speak. I've already discussed licenses in several other threads, why they exist, and even asked for alternatives and except for "make it all free for everyone" there weren't any.

What you see as double speak is in fact people who do not know much about the system being led to believe this or that over what they've heard IC before running with it and telling their friends about it. That's fine, that's the way the game works. But it's important that it isn't taken as OOC truth much like how people will tell immigrants to avoid the park.

It is very difficult to discuss anything about this game constructively sometimes.
What you see as double speak is in fact people who do not know much about the system being led to believe this or that over what they've heard IC before running with it and telling their friends about it. That's fine, that's the way the game works.

I'm not repeating second-hand rumours, I don't know if I was the first player to use the licenses but I was among them, I had them before the two revisions, I was part of the discussions about implementing them and bug fixing and everything else. I knew there was staff anxiety about the system taking over the whole game and why it got so tightly controlled but I also know there was a major IC incentive for the players benefiting from the licensing to run interference of it OOC in support of keeping it. I'm pretty sure I've run more freight than any other player ever did. I have some idea what I'm talking about when it comes to the deficiencies of the implementation.

There is zero evidence that licenses in any system in the game have ever improved the game overall.They didn't benefit firearms use, or robotics, or security gear, or freight. They just, predictably, limited engagement with the systems they rolled out with, and where the value of engagement overrided the annoyance of dealing with licenses, they just created resentment among players about favouritism and unequal access to rewards.

It's a major blind spot that this kind of stuff doesn't generate suspicions of collusion and staff favouritism and cheating between players and staff. Just the appearance of someone having bulletproof income access and others being under the axe will undermine confidence. Where major income sources are concerned there cannot be even the impression of subjectivity and vibes-based enforcement, regardless of the secret reality.

And to be clear, I'm talking about myself. It would be mad to think any player could extract millions from a system that other players would only subjectively have access to and whose continued access was subjectively enforced and that would not create feelings of unfairness and uncertainty about the legitimacy of the system.

Alternatives are simple: No licenses. Valid vehicles, valid access. Tune rewards so free access by anyone is economically appropriate. Where higher risk and higher profit areas are desired, have cargo shipments paid for up front to create investment risk.

Major income sources cannot be seen as governed by favourtism.

You might not be doing secondhand rumors but you may have a faulty memory.

The two keywords for cargo licenses are could and complicit. And I won't say anymore about licenses except only staff have the final say on denying, freezing or removing licenses.

The real questions are: how many people have ever tried to steal their own cargo, had their cargo stolen and how many people have ever had their cargo license lost or even just back to stage two as a result of the first actions?

At the time I thought villa's idea of concealed weapons ( I think it was him I'm on my phone and don't want to exit and scroll out again) was a great idea and still do. Maybe not all weapons but some weapons doing thay would be great. I also like the reputation system.

But I don't think a trucker dispatch type system should exist right now. Unless it was on a significant delay. Maybe a radio traffic broadcast channel that has real and ambient mentions of cargo hauls traffic increasing. But not that specific hauls are out or available.

Kinda like the idea of being able to take some small cargo from a vehicle into your hands directly.

I also think an area that could help is if we either got rid of restrictions on buying cargo vehicles, because most of them are in a weird stage. That system got so clunky so fast. I really dislike it and I think I always have. Or either add every cargo capable vehicle to the hulk system or remove the ones that are there. Because it's imbalanced that two cargo vehicles have hulks and can be made for significantly cheaper and without going through the whole song and dance of buying one from a certain area. And the others can't.

I don't even think any of the ground cargo vehicles have findable hulks because I've never seen one that's been built. Two of the three are locked behind the system to even buy.

Just make them all hulks or make them all buyable without any extra steps. Just like any normal vehicle.

@Ameliorative

Allow me to put on the official Pot Calling Kettle Club hat on for a sec.

I encourage you to read what I said and digest things a bit before commenting. I know I myself am accused of having this problem, but you happen to be speaking out about things I have already addressed.

First off, in regards to the pay rate of my proposed cargo changes, if you re-read it I said that the payouts should be multiplied by a factor of 75%. Not increased. My system would actually make it HARDER to accumulate wealth so quickly driving around the city. This would place the payrate of the Deliverator at approximately 25% more than running crates and have the benefit of never stopping.

Second, when you speak of robberies currently not being worth it, I addressed that in the idea that the payout for most STOLEN cargo be multiplied by a factor of 5. Meaning that while the driver who is puttering around in essentially an unarmored golf cart is being paid jack shit for what they're doing, the concept of robbing that Deliverator suddenly became a VERY lucrative proposal. 36K payout for application of violence against the Corps? Fuck yeah! Have these things be barges of gold to the right people.

Except don't touch the price of stolen garbage. Let it still be absolutely worthless in terms of hauling. Would totally fit in theme too with risking it all and losing big. British Crime classic Snatch has an entire subplot based around this. A bunch of idiots decide to rob from some people they really shouldn't be robbing. And everything goes tits up when the service mixer bookie looks at them and says "There's no money. Sorry."

Imagine robbing the PRI shipment, thinking you'll make 15K+ for making a mean face and waving a shotgun around. Things go tits up and you kill the driver causing you to have PRI blood on your hands. They got out a scream over SIC and now the gangs are showing up because protection money shockingly means protection and now you're robbing a ganger protected trade route. You jump in the back of the truck to find... literally rotting garbage. You put it all on the line and you lost big. Welcome to Sindome. You can call the backlash from three separate factions coming for you to be character growth.

And in regards to the brutality of losing your license, even if it were true, it is something I FULLY support. In fact, on top of license loss, I'd be more in favor of absolutely brutal fines being auto-slapped on you at the Hall of Justice for Grand Theft in case you do get robbed. Yes, you heard me right. Punish the driver even more for being robbed and murdered. They probably set the heist up themselves. The goal is to make the PRI logistics job as not worth it as possible while simultaneously being totally worth it if you keep at it long enough to develop it into being your own thing.

And remember the great counter balance to this auto-guilt concept would inevitably be the idea of Withmore Justice. Yes you are guilty until proven innocent, but you can still be found innocent which would just make the fine and punishment go away. If you claim you didn't steal those 40K worth of electronics, then... who did? Give a name and your 40K fine disappears. All you have to do is... snitch. PRI will probably be fine with helping you pay off your debt and reinstitute your license. Even smooth things over with the Hall for you provided you do things like provide a Corp-Sec report. You being robbed is ultimately just a margin in their ledgers they can magic away if you just tell them what ganger is about to have to pay in teeth what the PRI mechanic assesses as the damages.

All you have to do is snitch.

Now imagine a Syndicate handler looking at the bill for a fully kitted out combat delivery van that you lost, plus the fine for losing that much cargo at once. Now imagine them smiling, patting you on the back and telling you not to worry because you were in good hands. You'd be in a pocket so deep you'll never see sunlight. Remember that sister you wrote into your background and immediately forgot about?

Pepperidge Farms remembers.

Still want to play at the unlimited chyen table?

@0x1mm

I agree with you completely on the failure of the licensing system in regards to cargo. It does absolutely nothing but hinder it, as how the system currently functions acquiring a refrigerated cargo license results in statistically less chy/hour than if you hadn't purchased one. For zero other benefit. Which is why I recommended the licensing system be changed to essentially what "weight class" you wanted to play at. Standard would be for motorcycles and deliverators and scarabs within the Dome transporting things to and from the shops of the Dome. Then there would be a Cargo Van class, which would be where the big money car combat would be (mostly) confined to outside in the Badlands.

Also your Xo5 robbing crates comment is exactly why I say jack the payout for theft through the roof to make them essentially heavily armed barges of gold worth the risk of knocking over. However, in terms of cargo theft, I don't like the idea of knocking things off the truck to have them just lie around on the street. While thematic, it would make it an absolute bitch to collect. Instead I propose that damages to the vehicle would deduct from the cargo inside. This would mean that rockets and other explosives wouldn't be advised (unless against plot level convoys) else you damage your payout. But that doesn't mean a vehicle can't be disabled with a lucky shot or two to the van's tires or the driver's skull.

And dead on about the appearance of favoritism in terms of major sources of income. Unfortunately it looks like this is a path that staff is wanting to set with the various comments pointing to just filling out an expense report for reimbursement of plot. As long as you play by what they believe is the way you should play, you can be reimbursed. AKA break even. This is why I suggested an overall improvement to lease income would be to just give them more income instead of making them fill out forms in triplicate detailing every action they took to appease the chyen gods.

It really does weird me out how for as much as the game claims to be all about player empowerment how little freedom we as players actually have in terms of making money. Once you have your crates plus time clock pay, you have no other income for the week. The only ways to make money from there is to engage in robbing other players, trading with other players, or to ask the staff to be able to engage in some system to earn more than your allotted amount for the week. Even crime has to go through staff if it involves making money like knocking over an NPC.

This also gets really into some shady areas of potential favoritism when I'm required to XHelp to get permission to engage in PVP with some players. And by that I mean shoplifting from player owned businesses. Or even businesses in general. Why? Snatch and run out the door and I'm gone. I shouldn't have to set up a reservation for five seconds in and out. Because the clerk might notice a shroud stealing? You think it sucks people small world you, imagine if the small worlding was because you were required to XHELP before engaging in PVP against the SSC owner. That kind of thing reeks of favoritism, and we haven't even touched how staff's promise to work with fixers revolved around paying the store merchants hand over fist for the stuff that had been on the shelves for 6+ months, but independent fixers were reimbursed for their past 30 days of purchases, and even then only to the extent of staff felt it was appropriate. That's blatant favoritism towards shop keepers for engaging in hoarding and price fixing to arbitrarily keep the price of armors and goods inflated. But instead of punishing the players of the Gulag, Dark Shop, and SSC for fucking over everyone by charging so much, they cut out the legs from the independents and drive a dump truck of cash up to the shop keepers as a way of saying sorry for having to disrupt THEIR gameplay.

Also raises the question when they realize that the anti-consumer practices they're gleefully looking forward to are fucking the game even more, which practice is going to be labeled as "anti-player" and against the @rules and which ones are going to be allowed to continue?

But given how I was nailed to the wall for saying the vote for Syndicate status turned it into the "verified liked by staff club" alongside a guarantee of massive income along with bulletproof protection, I just don't have the energy to argue anymore. This game has started to suck so much fun out of me that I've legitimately stopped logging in due to having to conserve my energy to argue on the boards as part of the Sindome Max UE End Game against people who idolize the "drive and ambition" of players caught flagrantly breaking the @rules. Seriously that lost players post almost carries a vibe of "but everyone is doing it..." in terms of defense of sharing of IC info.

Welcome to Sindome, where everyone is expected to break the @rules, but nobody will use a firearm because that's against the law.

You should take a moment and breathe brother.
Would love to.

Game has just gotten to the point that writing dissertations is more rewarding to me as a player than actually playing the game.

So I contribute ideas of things that can be added to the game to make it better.

Isn't that the point of these boards?

@Risikio

I just clikced "Newest Post" and haven't read through this whole thread. Perhaps related, I challenged myself to take a week off of the BgBB. It's kind of liberating to log into the game, get that message of 50+ new posts on Ideas, and not feel like I HAVE to go read them. Take that FWIW.

But given how I was nailed to the wall for saying the vote for Syndicate status turned it into the "verified liked by staff club" alongside a guarantee of massive income along with bulletproof protection, I just don't have the energy to argue anymore. This game has started to suck so much fun out of me that I've legitimately stopped logging in due to having to conserve my energy to argue on the boards as part of the Sindome Max UE End Game against people who idolize the "drive and ambition" of players caught flagrantly breaking the @rules. Seriously that lost players post almost carries a vibe of "but everyone is doing it..." in terms of defense of sharing of IC info.

Welcome to Sindome, where everyone is expected to break the @rules, but nobody will use a firearm because that's against the law.

Please don't take this personally. I read A LOT of bleed in what you wrote.

Let's take the most constructive part.

If you know of people who are breaking the rules, please report them. If you have reported them, and no action has been taken after a reasonable amount of time, please post here and let the rest of us know.

Speaking for myself, one of the only things that keeps me playing here is my trust in the staff. I have had negative interactions with staff. I have had positive interactions with staff. All told though, my personal perception is that the staff does a good job of transparently dealing with people who break the rules.

As for all the syndicate stuff, approved by staff, bulletproof income streams, etc. I can't speak to those. I haven't been in those factions.

The one thing that I will say, is that I hope there is some level of "staff approval" before characters are put in high power positions. I hope that staff are raising people who have demonstrated the abilities to do some key things. Things like, generate roleplay and plots for others. Mentor / teach others the fundamentals of how game systems work. Systems like combat, markets, etc. How to engage in cooperative competition.

Can you tell me what you mean, when you use the term "verified liked by staff club"?

Maybe in another thread dedicated to the subject?

Bleed? Absolutely. I'm pissed at what's going on with the economy and every attempt to actually address my issues and problems just result in more attacks by people who don't do anything but tear down each other while offering nothing in terms of alternatives. If the idea could give power to their rivals it must be destroyed and that is all that matters. left me in a pissy mood which is why I'm not logging in because right now I want to intentionally do things to further destabilize and destroy the in-game economy by engaging in all the things I warned about. And that's not fair to the other players so I don't play even though the staff is encouraging these sorts of behaviors that will just make other player's experiences miserable.

And my commentary wasn't about specific breaking of rules, but how much the feeling permeates the game that it IS happening. I'm not the only one to comment about OOC collusion, nor the only one to be told to xhelp if I have proof as a way of shutting down the conversation.

And do I believe that staff and players are actively colluding to cheat? No. Absolutely not. I respect staff and the conversations I have had with them, and though I admit to being a bit bull-headed some (most) of the time they have treated me with respect 95% of the time, and those few times I've had bad experiences with staff Slither was very understanding of my issues.

But the community does feel very quiet on some of these subjects that they really should be a bit louder about on. I'm from the camp that any appearance of favoritism should be avoided, and preferably automated. Unfortunately as I've pointed out, there is no way to inject any amount of chyen into the overall game economy without the direct supervision of staff, which should be raising flags with the community but isn't. Instead, they do seem very OK with just allowing staff to give out money as they see fit, ranging from deciding whether you deserve your reimbursements or not, as well as judging your parties to be a 7.5 as opposed to an 8 for how much it actually earned.

It's not that it's happening. It's that it's some systems are so obviously ripe for abuse and favoritism that you can't help but wonder why it's NOT happening. Which is why I comment it feels that the general attitude of the community is that it's just an unspoken part of the game, something that people are weirdly complacent about.

@Risikio

Having read what you wrote, the thought that comes to my mind is...

If you can't beat em, join em.

It's semi-admirable that you are opting out of exploiting the economy.

That said, fuck it. If it's that broken, exploit it. Teach others how to exploit it. Wash, Rinse, Repeat until it's so broken that it has to be addressed.

If it goes on like that, at least you've leveled the playing field and done the player base a solid by trying to get everyone on equal footing.

Sorry to hear that you're burnt out. I've certainly had my own ups and downs playing here.

I have never once regretted taking a break from here. Whether intentionally of my own volition, or because RL presented some challenges that required me to set the game aside to focus on.

Life "outside of Central" can be pretty cool. Even for a week or two.

That's absolutely terrible advice. Don't encourage exploitation of a system that's potentially broken to prove it's broken. Detail how it's broken.

That's what I've done when I've found systems with exploitable potential, unintended consequences and issues. I leave extensive notes and explain what's going on and why it's maybe not working as it was meant, how it can disrupt stuff. And those systems get adjusted and fixed in time.

Don't teach people how to exploit and break stuff. That's just awful.

I stress-tested freight with all kinds of exotic methods and order of operations and trying to force race conditions, and everything I tried fell within the three constraints that had been set to limit cargo. I definitely broke cargo a few times, but so that it became undeliverable and incurring a loss.

A few times players have claimed there are exploits in the system others are secret using but I've never seen anything credible to show this is true, and the usual 'theorycrafting' idea is reimbursing a gigantic rent payment which has a gigantic pitfall that of course no one ever mentions because they're just thinking about it and not doing it.

The two keywords for cargo licenses are could and complicit. And I won't say anymore about licenses except only staff have the final say on denying, freezing or removing licenses.

True, but that was something that was kept deliberately as obscure as possible and it was intentional design that the specific boundary conditions would not be known by players.

I spent basically a wasted year turning down or having plots turned down for me because it might endanger licenses until the hat got tipped through what amounted to a bug fixing report, and I resent that obscurity to effect behaviour especially because the staff policy changed but one of them was made explicit before the system was finished and rolled out (automatic suspension with review), and the more permissive revised policy was never made public.

I love the narrative surrounding the whole cargo theft thing. It sounds cool on paper, I just don't have any confidence that the license loss would turn into anything other than a job that requires 2-3 weeks of puppet request waiting just disappearing into the ether, or needing to wait another 2-3 weeks again to restore it with minimal consequence.

I personally don't want an unlimited chyen fountain. I've already run like 150k+ of cargo runs in the past couple of weeks just to stack up a few months of rent under the non-membership thing and I'm thoroughly bored of it being seemingly riskless already. This wasn't a small investment of time, either. I really wanted to do something shifty with it and facilitate the cargo theft loop happening at all, but every time I put out feelers that way, it was "you will lose your license immediately for 2k's worth of cargo" and the calculus just didn't seem to even remotely add up.

That and the boards telling me the signaling I got IC for it is wrong or I'm reading it wrong. It's a pretty bizarre experience to have done the groundwork for this stuff like everyone suggests you should, only to be told that the information you've gotten for doing said groundwork is wrong and you should believe something someone posted on the forums instead over it.

People icly have weird expectations of licenses to be boringly binary with no finesse, and they are just flat out wrong.

I do not know cargo license, but I do know the firearms side of it extremely well. Things that people say icly about it: "impossible to get one" and "do not do anything shady with it or it's instantly gone".

The reality is that I saw people with licenses that people told them are "impossible", just takes IC finessing your way into a position where you get it. And I saw people with those licenses have their weapons stolen and also saws their weapons "stolen". No licenses were lost, as effort was put into the coverup and believability of the "stolen".

Stop believing IC people, the game is not here to cancel your RP achievement of a license over doing something fun if you ICly properly cover your tracks.

I would generally say people telling you something isn't worth the risk should be ignored. If it's something you want to do and explore, do it yourself. That's the only way you'll get real answers. Lots of people are risk averse (Ox1mm might even say I am!) and they'll tell you information that fits with what they think or what they assume is going to happen.

Find out for yourself.

Just the 2-3 weeks twice thing you wrote is something you don't really need to worry about in ninety-nine percent of cases. If there's WJF PCs around then the information about a license going up for review is going to be something that's done automatically that they can view. I won't say more, but that exists and probably wouldn't even need a puppet-request from the licensed player right now.

I'm not sure how much of the process I can really share on here without it verging into IC info, so I'm not gonna say much more other than the bottleneck is PRI-side, not the Hall's.

I just wish the player-to-player signaling about this stuff was better. It seems very difficult to figure out the actual "walls" towards doing what you want to do. I know a lot of Sindome is kind of predicated on just doing it anyway and figuring it out as you go (even if that figuring out is being violently slapped/killed/indebted), but the sheer time commitment involved for even basic things like getting a logistics driving job in the first place (I'm not kidding when I say it took three weeks!) make it almost insurmountably oppressive to try sometimes.

Cargo is not a basic job, it opens a PC to A LOT of opportunities, many of them very shady - and thus it comes with higher bar of trust given.

I do not know if 2-3 weeks is the norm, or is that extraordinary, but it makes sense that it takes longer than a barkeep, or delivery person, which peopl can get in manner of hours, as those just do not open as many doors.

I mean, I think the message is good but I wouldn't personally tell a player based on how now-defunct licenses worked in 2023 their faction expectations in 2025 had the same fatal tripwires. Crashdown and I are going back and forth on something that doesn't even really exist anymore in the way it did so take that into consideration.

Sometimes the game will support you taking a risk, sometimes it won't. Players will sometimes get rug-pulled while thinking they were doing something the game wanted them to do. This is also complicated by the fact that staffers will have different interests and preferences and storytelling priorities and some lean more chaotic and some lean more regimented and you never really know if your instigator and punisher are going to be the same or on the same page.

It's basically part of Sindome's DNA that it will say one thing, imply another, and leave it up to the Rubicon moment to decide which side to come down on being right. You can try to lean towards doing what makes for the best story (reliable option!) but sometimes the player getting completely blindsided is going to be the story that gets chosen.

It's not strictly following the path of conversation but I will also add that Deliverators and everything about how freight has been left is piecemeal and not really representative of the scope and vision of the system that was intended which would have scaled up to spacecraft delivering hundreds of cargo units at a time. It was not meant to be as drudgery work as it is now, what we have right now is essentially a vestigial piece that wouldn't have been intended to be the whole puzzle.

If the system doesn't get (re-)implented back as it was somewhat intended to be, I definitely think small cargo vehicles should be scaled up to large cargo holds because they're much too labour intensive to be the core mechanism of the freight system.

I just wish the player-to-player signaling about this stuff was better. It seems very difficult to figure out the actual "walls" towards doing what you want to do.

Totally subjectively, and with the caveat that any player or staffer might have different preferences, this is more or less how I prioritize who to say yes to (which might be different from who is going to have the most correct information):

1. PC boss. It will be rare to have a true player boss, these are not the ones to disregard.

2. PC allies/superiors/ace kools. I can be right and they can be wrong, but it won't matter if I end up playing alone.

3. Puppeted NPCs who come to me in person. This is the mother of all bespoke plot hooks.

4. NPC boss/es or major faction NPCs. Aside from hiring they usually stay out of the way so if they speak it's relevant.

5. Other PCs speaking in person or private SIC. Less reliable, often no authority, but I may have to co-exist with them.

6. Other NPCs speaking in person or private SIC. More reliable, some authority, but they stop existing when the puppet closes.

7. Globe articles. Often universal plot hooks to heed and get involved with.

7. Other PCs on Public SIC. Often don't know shit about fuck, but could find me and kill me.

8. Other NPCs on Public SIC. Mostly there for general flavour unless it is mass feedback about something I did.

"That's blatant favoritism towards shop keepers for engaging in hoarding and price fixing to arbitrarily keep the price of armors and goods inflated. But instead of punishing the players of the Gulag, Dark Shop, and SSC for fucking over everyone by charging so much, they cut out the legs from the independents and drive a dump truck of cash up to the shop keepers as a way of saying sorry for having to disrupt THEIR gameplay."

I don't think this is accurate. Why would you punish store owners for "charging too much"? If you as an independent could get it for less you could make money by selling below their rate. These players likely had to also take a loss and adjust their prices just to stay competitive with the coded market changes. If they didn't, that is only going to hurt them.