Research experiment alternative path
Posted: Sat Jan 06, 2024 5:18 pm
Problem: Experiments are repetitive and get boring when done multiple times
Problem: Station power is binary. There's either enough of it, or not. Extra power isn't useful, players build powerful SM setups mostly for fun alone.
Solution: Leave experiments as is with no changes. Add a second, optional way to unlock experiments - use extra power to skip them.
How: Introduction of new research machine that consumes a lot of power and once enough power is consumed, a random experiment from available research nodes is unlocked. There is no way to control which experiment gets unlocked.
Design goals:
- It must be clear visually and audio-wise that the machine consumes a lot of power. SM communicates this very well. HFR less so.
- It must be a multi-part machine requiring some set-up. How much setup ought to depend on map - and various maps ought to pose different challenges in terms of building this machine. Think solars.
- Setup should require some interaction outside of RD - parts and materials from Supply, power from Engineering.
- It should be highly susceptible to sabotage and create hazards if sabotaged.
- It should be dangerous - emitters, lasers, particle accelerators, tesla bolts, radiation. It should not be as dangerous as the SM, nor it's sabotage as catastrophic.
- Setting it up should require RD access or AI cooperation
- Eventually, once all experiments are unlocked, the machine serves no purpose and just accumulates more power. The responsible thing would be to discharge and disassemble it. The irresponsible thing would be to forget it exists and have a traitor break it.
- Setting the machine up should be possible by around the 7-15 minute mark of the shift, depending on experience and other factors. This is not meant to be a late-shift project.
- After setup, the machine should require little maintenance, outside of RPDing it with better parts. I'm thinking replacing a T1 gas can every 20-30 minutes
Machine construction:
- Taking inspiration from engine designs, there's a shooty part, a target part and an electronics part
- There doesn't currently exist a shooty part that consumes enough power. Otherwise emitters would be ideal. However emitter code can be reused - high power UV emitters that require 2 tiles? Shots would be blocked by glass unlike lasers to prevent their (easy) use in SM.
- Target part consumes gas (small amounts of) and expels similarly small amounts of undesirable gasses. No sophisticated atmos setups. Something regular scrubbers should be able to handle.
- Computer part is just a computer console to control it
Sabotage potential:
- Hack the UV emitter - turn it into a power sink
- Emag the UV emitter - turn it into a x-ray laser that inflicts invisible radiation damage 25 tiles through walls
- Hack the target or through regular access lower the target while the laser is firing - the UV laser will slowly burn it's way through the station.
- Hack the console - silence alarms
- Emag the console - delete random experiments, lock their respective tech nodes
Discuss.
Problem: Station power is binary. There's either enough of it, or not. Extra power isn't useful, players build powerful SM setups mostly for fun alone.
Solution: Leave experiments as is with no changes. Add a second, optional way to unlock experiments - use extra power to skip them.
How: Introduction of new research machine that consumes a lot of power and once enough power is consumed, a random experiment from available research nodes is unlocked. There is no way to control which experiment gets unlocked.
Design goals:
- It must be clear visually and audio-wise that the machine consumes a lot of power. SM communicates this very well. HFR less so.
- It must be a multi-part machine requiring some set-up. How much setup ought to depend on map - and various maps ought to pose different challenges in terms of building this machine. Think solars.
- Setup should require some interaction outside of RD - parts and materials from Supply, power from Engineering.
- It should be highly susceptible to sabotage and create hazards if sabotaged.
- It should be dangerous - emitters, lasers, particle accelerators, tesla bolts, radiation. It should not be as dangerous as the SM, nor it's sabotage as catastrophic.
- Setting it up should require RD access or AI cooperation
- Eventually, once all experiments are unlocked, the machine serves no purpose and just accumulates more power. The responsible thing would be to discharge and disassemble it. The irresponsible thing would be to forget it exists and have a traitor break it.
- Setting the machine up should be possible by around the 7-15 minute mark of the shift, depending on experience and other factors. This is not meant to be a late-shift project.
- After setup, the machine should require little maintenance, outside of RPDing it with better parts. I'm thinking replacing a T1 gas can every 20-30 minutes
Machine construction:
- Taking inspiration from engine designs, there's a shooty part, a target part and an electronics part
- There doesn't currently exist a shooty part that consumes enough power. Otherwise emitters would be ideal. However emitter code can be reused - high power UV emitters that require 2 tiles? Shots would be blocked by glass unlike lasers to prevent their (easy) use in SM.
- Target part consumes gas (small amounts of) and expels similarly small amounts of undesirable gasses. No sophisticated atmos setups. Something regular scrubbers should be able to handle.
- Computer part is just a computer console to control it
Sabotage potential:
- Hack the UV emitter - turn it into a power sink
- Emag the UV emitter - turn it into a x-ray laser that inflicts invisible radiation damage 25 tiles through walls
- Hack the target or through regular access lower the target while the laser is firing - the UV laser will slowly burn it's way through the station.
- Hack the console - silence alarms
- Emag the console - delete random experiments, lock their respective tech nodes
Discuss.