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[POLL]Rapid Prototyping Port

Posted: Sun May 25, 2014 5:46 am
by iamgoofball
Image
Credit goes to Zuhayr for the code.
Credit goes to MrSnapwalk for sprites.
I just got it to a position in which it works enough that it can be used, sort of.

There still might be parts that don't work, which I'm still trying to find. If you find any, let me know.

This PR adds Rapid Prototyping, a system to produce your own unique gadgets and gizmos in science, so you have something to do other then "spend 5 minutes grinding R&D levels then SSDing".

Right now you can build all components at roundstart, but the items are really shit w/o research for better stock parts. You can upgrade the components using stock parts from R&D.

All devices are made of Chassis, Primers, Triggers, and Power Supplies.

For example, I could have a Helmet Chassis with a Prototype Bluespace Crystal, an Impact Trigger, a Micro Battery, and a Field Projector.

I charge the device in a Recharger like the ones security uses to charge their tasers, and then I put the helmet on. It now works like an Reactive Teleport Armor, because the Impact Trigger activates the field projector, which will then activate the BS crystal, teleporting me away due to it being on my chest.

I could also make a Taser like the one we use in the station with the following:
Large Device Chassis
Microbattery
Energy Projector
Manual Trigger
Stunner

Or an Egun, just swapping the stunner for a Lens.

Or, I could make a Cryotube Gun with:
Small Device Chassis
Energy Projector
Cell Mount w/ any type of cell
Manual Trigger
Genetic Scrambler
Concussive Deharmonizer
Medical Boost Module

The Medical Boost Module is key here, as it reverses the effects of the previous two modules, making them heal instead of do damage.

Or I could make an AI controlled Flasher, just like the wall mounted ones, except portable.
Machine Frame(not in yet, gonna be in soon though, need sprites)
Field Projector
Cell Mount w/ best battery you can get + best capacitor you can get to ensure it has enough charge to not need recharges constantly.
Flasher
Synthetic Trigger

All the AI has to do is click on the device, and it'll flash everyone in the area who is not wearing sunglasses.

The possibilities of Rapid Prototyping are near endless.

Re: [POLL]Rapid Prototyping Port

Posted: Sun May 25, 2014 6:34 am
by miggles
Moved to feedback.

Re: [POLL]Rapid Prototyping Port

Posted: Sun May 25, 2014 12:04 pm
by Steelpoint
Its a very unique idea, but I have to ask.

If a Scientist set out to make as many weapons as he possibly can, how quickly can he get a weapon that is, on average, as good as a Taser. I don't want to see a situation where Science is rolling off custom made Energy Guns 5 minutes into the round.

Re: [POLL]Rapid Prototyping Port

Posted: Sun May 25, 2014 9:48 pm
by Cipher3
I see some problems that are almost the opposite of what Steelpoint said. You're all like "This does this which affects this like this" and some of it is straightforward, but other parts of it aren't. This seems like it could conceivably require multiple rounds of testing to be able to make something productive.

Re: [POLL]Rapid Prototyping Port

Posted: Sun May 25, 2014 10:12 pm
by miggles
that isn't a problem
that's a good thing
RnD actually being about experimentation is a good thing

Re: [POLL]Rapid Prototyping Port

Posted: Sun May 25, 2014 10:33 pm
by Remie Richards
until about a week down the line when we get:
"HERE'S how to make a taser like sec's but it also shoots emags out of your ass in under 20 seconds"

Re: [POLL]Rapid Prototyping Port

Posted: Sun May 25, 2014 11:40 pm
by Cipher3
Remie Richards wrote:until about a week down the line when we get:
"HERE'S how to make a taser like sec's but it also shoots emags out of your ass in under 20 seconds"
Yeah.

Still this idea could be amazing.

Re: [POLL]Rapid Prototyping Port

Posted: Mon May 26, 2014 5:59 am
by Incomptinence
Sounds like almost everything I want. All it needs is slime cores as components depending on colour.

Re: [POLL]Rapid Prototyping Port

Posted: Mon May 26, 2014 7:12 am
by Steelpoint
If you want "true" experimentation it would need a degree of randomization, to the point where it forces Sci to take the weapons out to the testing range and actually test them every round. Instead of us getting one week into the update only for 50 guides to have been written up on how to make the best Gun in under 10 minutes.

Randomization is the ONLY way it can be made to be truly something to experiment and figure out, anything else will be discovered and catalogued within days.

I don't know about anyone else, but I don't want to have to deal with "Glory to Scitopia" every round and all of Science toting enough guns that would make the Head of Security blush.

Re: [POLL]Rapid Prototyping Port

Posted: Mon May 26, 2014 3:40 pm
by Malkevin
Steelpoint wrote:Its a very unique idea, but I have to ask.

If a Scientist set out to make as many weapons as he possibly can, how quickly can he get a weapon that is, on average, as good as a Taser. I don't want to see a situation where Science is rolling off custom made Energy Guns 5 minutes into the round.
This.

We had to put sci-guns in locks boxes and reinforce secure crates for a reason.

Re: [POLL]Rapid Prototyping Port

Posted: Mon May 26, 2014 5:11 pm
by Cipher3
Well, he does say in the post that the starting components are probably too crap to make anything half-decent until you work a lot on it.

Re: [POLL]Rapid Prototyping Port

Posted: Mon May 26, 2014 7:13 pm
by iamgoofball
^ Yeah that.

You may be able to make a laser gun, but the parts are gonna be so shit that it holds 2 shots, max, and takes about 30 minutes to recharge, and only does like 10 damage, without the research done and the high end parts requiring mining materials.

Re: [POLL]Rapid Prototyping Port

Posted: Mon May 26, 2014 7:28 pm
by Cipher3
Oh miners, wherefore art thou miners, whom we so depend on to make juicy weapons? Dost thou not know how thy shiny gems make us froth at the mouth?

Re: [POLL]Rapid Prototyping Port

Posted: Tue May 27, 2014 1:12 am
by lumipharon
The thing is, high research is still doable in like, 5 minutes, and even the highest level components only need small amounts of mined minerals, if any.

If it's not a random system people can and will figure out how to make the assblaster5000, 10 minutes into every round, then shit out 30 of them which will lead to tears.

I don't like any guns being obtainable without armory access (weapon crates/lock boxes), we saw how hilariously broken pre-nerf tommy guns were, even with it's supposedly difficult build costs, hell I don't even like the glock being obtainable from the autlathe and random materials, let alone whatever super weapons this will let you make.

I do like the overall idea of true prototyping of shit though, just worried about balance.

Re: [POLL]Rapid Prototyping Port

Posted: Tue May 27, 2014 6:53 am
by iamgoofball
I'm working on a system involving vendor trash to replace building the components, so you won't be able to crap out shittons of aoe flashers that teleport everyone into space.

Re: [POLL]Rapid Prototyping Port

Posted: Tue May 27, 2014 7:19 am
by lumipharon
Speaking of teleporting everyone into space, someone needs to re-add the bluespace slime - plasm reaction, that was fun as fuck.

Re: [POLL]Rapid Prototyping Port

Posted: Tue May 27, 2014 7:47 am
by WeeYakk
lumipharon wrote:Speaking of teleporting everyone into space, someone needs to re-add the bluespace slime - plasm reaction, that was fun as fuck.

Re: [POLL]Rapid Prototyping Port

Posted: Tue May 27, 2014 8:10 am
by miggles
i agree with everyone else, make it more randomized
you shouldnt know what parts are what until you use them
the part sprites should be randomized, but standard for that round, ie the cryo part looks like a little bulb, but you dont know its the cryo part. the next round it looks different.

Re: [POLL]Rapid Prototyping Port

Posted: Fri May 30, 2014 12:19 pm
by Irregular Eng.Taylor
Wouldn't it be easier just to have only random parts available each round?

So sometimes you can have parts for a fuckoff laser cannon but you don't have the super recharger and lens focuser that makes it aim properly.

Sometimes you get parts for a cryogun that can heal people but no giant laser beam.

Re: [POLL]Rapid Prototyping Port

Posted: Fri May 30, 2014 5:15 pm
by Cipher3
Well, under the randomization idea, there has to be a better way to find out than to assembling a random collection of parts to see if they blow up the target across the hall and hoping they don't throw you into space.

Re: [POLL]Rapid Prototyping Port

Posted: Mon Jun 02, 2014 12:22 pm
by Irregular Eng.Taylor
Cipher3 wrote:Well, under the randomization idea, there has to be a better way to find out than to assembling a random collection of parts to see if they blow up the target across the hall and hoping they don't throw you into space.
Different idea. The parts that you can acquire from each tech level are random, but you know what they do from their description. So you might get a "bluespace teleport" part one round, but not the "laser-cannon array" one round, and the next you might get "projectile splitter" for multiple projectiles part instead of the "polarity switcher" which gives healing instead of damage.

Not the same as "the part names are randomised so you don't know whether this part will teleport you or gib the captain".

Re: [POLL]Rapid Prototyping Port

Posted: Mon Jun 02, 2014 12:45 pm
by Steelpoint
The whole point of science is testing, we don't do enough testing in game.

Having the parts be fully randomized each round would force scientists to take new parts to the firing range and to test them. This is a good thing. As a compromise, you could possibly put in a machine that fires a gun. So you don't have to risk the scientists life each time they try out a new part (as well as get the AI off your back).

The system HAS to be fully randomised every time, any way to discern a pattern will result in people powering their way through for the sweet stuff. No, restricting them to higher research levels is not good enough since a competent scientist can get to near max level research within 5 to 10 minutes.

Re: [POLL]Rapid Prototyping Port

Posted: Mon Jun 02, 2014 6:09 pm
by Cipher3
Let's not forget this isn't only for guns. To Steelpoint's thought we'd need a test dummy on which we can remotely activate any sort of device in hand or on its person. Though I actually don't mind this and think that this idea should come with a firing range separate from Sec's one.... somewhere.

Re: [POLL]Rapid Prototyping Port

Posted: Mon Jun 02, 2014 6:13 pm
by Steelpoint
On Boxstation Science has a Miscellaneous Testing area, alongside a bunch of other good testing areas is a firing range complete with a recharger. Fitting a firing range by itself onto Meta would not be incredibly hard I would imagine.

Re: [POLL]Rapid Prototyping Port

Posted: Mon Jun 02, 2014 6:43 pm
by Malkevin
Nah, scientists blowing themselves up is SS13 in a nut shell.
Its an experience we now lack with the removal of pipe ruptures so long ago.

At the very least it would give medbay a reason to exist.

Re: [POLL]Rapid Prototyping Port

Posted: Sun Jun 08, 2014 4:48 pm
by Cipher3
So is this still being worked on? It could be really nice.

Re: [POLL]Rapid Prototyping Port

Posted: Wed Jun 11, 2014 4:46 am
by Gun Hog
I believe that Goof is going to wait for Bay to finish it, then we will loot that.