Nowadays some stations produce Toxic Waste, that can only be sold at Trading Posts and clog our cargoes. Stocking it is kind of necessary but since it's infinitely produced (like all trading goods), is only a very temporary solution. I have several ideas to put back the Toxic Waste into the cycle.
The nice but expensive solution - Waste Decanter: That could be a special kind of station that'd turn waste into low-level resources, but the conversion rate would be capped by a logarithm of how much waste is currently inside, because compression would be involved.
So they would be really pricey to maintain to be efficient enough for a station or two, as they'd need to have cargo holds as big or even bigger than Trading Posts'. (However the production would make them less of a money sink.)
The slightly evil solution - Jenkhem Factory: A definitely illegal station that would make Morn and Acron out of (a lot of) Toxic Waste alongside other things. Now the problem becomes smuggling the drugs... unless you have a really conveniently-placed smuggler post trading both, of course. May increase pirate activity.
The really evil and hopefully temporary solution - "Suspicious" Stations: There could be some stations using Toxic Waste as supplementary ingredients to make things. Those would be less expensive than normal stations to build, more efficient with the ingredients, but their cycle is dangerous: they would have a chance to lose crewmembers at random production cycles (so they may need crew runs in addition to cargo runs, and they'd be able to resupply themselves automatically with the crew they offer) and the production would count as Suspicious cargo (because it doesn't meet regulations).
Suspicious Stations would also be able to be "sanitized" into their ordinary counterpart for a small price, for when the player'll have enough money to afford another or a bigger decanter.
The careless solution - Trash Heap: Another station that is just classed as "Suspicious", it just fires Waste into the nearby star(s), but it has been proven that a really small amount of waste really lands on it. For some reasons Xsotan hungers for the most of the rare toxins inside, so building that station increases Xsotan activity, in quantity and quality. (Also, dropping Waste into space would have a similar effect, or else it waste processing station would be useless.)
And worst of all, it gets rid of Waste really efficiently, bringing cargoes from distant sectors to empty their holds inside, causing the increase to be massive :o and the need to build and maintain large Xsotan-culling fleets.
(Alternatively, Xsotan make organic, crew-killing torpedoes out of it ! Yeowch ! And annoying ! Players and other NPCs could also make them, but they are illegal under space-Geneva Convention :P.)
Suggestion
Kamo
Nowadays some stations produce Toxic Waste, that can only be sold at Trading Posts and clog our cargoes. Stocking it is kind of necessary but since it's infinitely produced (like all trading goods), is only a very temporary solution. I have several ideas to put back the Toxic Waste into the cycle.
The nice but expensive solution - Waste Decanter: That could be a special kind of station that'd turn waste into low-level resources, but the conversion rate would be capped by a logarithm of how much waste is currently inside, because compression would be involved.
So they would be really pricey to maintain to be efficient enough for a station or two, as they'd need to have cargo holds as big or even bigger than Trading Posts'. (However the production would make them less of a money sink.)
The slightly evil solution - Jenkhem Factory: A definitely illegal station that would make Morn and Acron out of (a lot of) Toxic Waste alongside other things. Now the problem becomes smuggling the drugs... unless you have a really conveniently-placed smuggler post trading both, of course. May increase pirate activity.
The really evil and hopefully temporary solution - "Suspicious" Stations: There could be some stations using Toxic Waste as supplementary ingredients to make things. Those would be less expensive than normal stations to build, more efficient with the ingredients, but their cycle is dangerous: they would have a chance to lose crewmembers at random production cycles (so they may need crew runs in addition to cargo runs, and they'd be able to resupply themselves automatically with the crew they offer) and the production would count as Suspicious cargo (because it doesn't meet regulations).
Suspicious Stations would also be able to be "sanitized" into their ordinary counterpart for a small price, for when the player'll have enough money to afford another or a bigger decanter.
The careless solution - Trash Heap: Another station that is just classed as "Suspicious", it just fires Waste into the nearby star(s), but it has been proven that a really small amount of waste really lands on it. For some reasons Xsotan hungers for the most of the rare toxins inside, so building that station increases Xsotan activity, in quantity and quality. (Also, dropping Waste into space would have a similar effect, or else it waste processing station would be useless.)
And worst of all, it gets rid of Waste really efficiently, bringing cargoes from distant sectors to empty their holds inside, causing the increase to be massive :o and the need to build and maintain large Xsotan-culling fleets.
(Alternatively, Xsotan make organic, crew-killing torpedoes out of it ! Yeowch ! And annoying ! Players and other NPCs could also make them, but they are illegal under space-Geneva Convention :P.)
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