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# System prepended metadata

title: Persistent Cargo Bay

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# Persistent Cargo Bay

Or how one thought in my head snowballed into a new balancing method.

## What the fuck is this idea?

Okay so I was going lay down, trying to fall asleep, and of course I started getting blasted with ideas. And one of them stuck with me, that being what if you took the requisition elevator from Colonel Marines, and make into an actually managed storage?

## So cargo gets actual storage, so what?

The main idea here was, hence the main title, making this persistent. There would be a hard capacity in this cargo bay, it could be a physical room or just a funny datum that holds shit.

## Shizo-logic

So me in my conspiracy-looking-thought-process went:
1. Mining would less needed on a round-by-round basis.
2. Science may store things inside the cargo bay, making them the same case.
3. Maybe even the cook would store food (maybe goes bad?)

Which then goes:
1. Okay so rounds become more need-filling?
2. Allowing and encouraging the HoP to label desired jobs and tweak unneeded ones.

But how do we make players want to engage?
1. Pay being scaled by the station's weekly/monthly performance?
2. That would require us sending in shit to NT.
3. Weekly/Monthly Station Quota?
4. Maybe we'd then finally have an excuse for persistent economy?


## End.

That's all. I probably forgot some thoughts and I may edit this in the future to be more fleshed out.