If you want to do a history thing that needs an NPC just poke me about it via a PM for any discussions that need to take place, make a post tagging me, and we can rp it.<br/><br/>I'm pondering adding in a rule for dealing with the ships locker and medical bay to help keep things from getting too bogged down, trading credits for convenience basically.<br/><br/>Considering the size of the ship what do you think about the following?<br/><br/><hr/><br/>The Ships Locker and Medical Bay each hold a set amount of 'credits' worth of supplies. In the case of the ships locker this is survival gear, weaponry, ammunition, and misc sundries. In the Medical Bay this would be drugs and healing items of various sorts. (I'm still pondering the TL to set the items at, possibly 8-10)<br/><br/>Each can hold a maximum of 40 000 cr worth of un-allocated items (already specified and listed items do not count against the limit). Credits can be added in at a 2 for 1 rate, that is 2 credits buys 1 credit of supplies for a room. The advantage of this would be anything under the TL limit that is unlisted but might be in the room could be extracted from it, e.g. oh yeah, we had plenty of ammo or yes, the medbay has a supply of X/can synthesize it.<br/><br/>One of those things that rewards pre-buying stuff, since it is cheaper, but leaves an opening to keep from being high and dry in emergencies albeit at the higher cost.