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"Exotic" material


Regen

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So, with Science being literally 10 minutes away from being maxed, and items such as the bluespace wormhole generator and https://github.com/ParadiseSS13/Paradise/pull/3007 being discussed to add to the game, I see a whole new issue with high level, meant for end game items being made 30 minutes into the round.

It makes the game into a powerhouse of being good at science, get toys, steamroll everyone's faces.

 

My suggestion is to limit the prints of these kinds of weapons, the medibeam meant for ERT's only is a huge item that could be mass produced for everyone to use, and this restriction also restricts us from making several more high tier weapons, the fact that once the research levels are high enough, Science can turn into a factory churning out more weapons than people can fit in their Bags of holding.

 

So what am I talking about?

Some form of very rare very limited material either available from roundstart or found by completing some hard task

This will give us a way to lock away the really really good stuff, and make them a rare occurance that people will actually WORK for instead of following an excel sheet or website to max science then fuck off. It gives an actual challenge to extend a scientist round from 10-30 minutes of putting items into a machine, then waiting for someone to open lockboxes or doing something else.

 

What else?

Well, with a change like this we can make more overpowered weapons, because they'd be limited by exotic materials, you won't have 10 officers and the blueshield running around with the best and biggest guns that only damage traitors and goes through walls, they would have to first get the exotic materials first, then you can create 1-2 of the best weapons.

 

For easier comparison, see anomaly cores for phazon construction

 

PS: This does not serve to further lock our current arsenal, rather to give us more leeway to create another tier of equipment that requires a lot of effort.

 

For easier

 

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Maybe make it so science doesn't turn out completed products but frames requiring one or two non science items to complete it

Acompanied by a small storage of these exotic items somewhere in science to create a few completed items withouth requiring help.

Some examples could include

 

A wormhole generator requiring a non artaficial bluespace crystal to focus its energy.

 

The temperature gun requiring a basilisk core (I am aware this item doesn't exsist yet)

 

And other kinds of items could need medical or engineering assistance.

 

-Make the medbay harvest organs.

 

-Engineering could be given an radiation container that requires some time inside a rad collector (instead of the plasma tank) before it can generate the x-rays needed for he x-ray laser.

 

ENDLESS POSSIBILITIES!

 

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I really like Kluys' idea. Sort of throws in the same sort of requirements as the exotic material Regens wants, but in a more RP-encouraging way. Douchebags that don't want to RP or cooperate with anyone don't get the fun toys, and there are technically ways around the lockout additionally by RPing with command to resolve the fact that the CE has a vendetta against science and refuses to give them anything, et cetera, so the Captain could go in and get the stuff and then go in and reprimand the CE? Stuff like this. I dunno.

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Maybe this would be a good opportunity to make some difficult gateway missions that reward people with materials they need to continue to make super cool fancy things?

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Perhaps base pure metals aren't good enough as materials for some higher end stuff, perhaps you'd need to set up another machine, to make alloys, and this would take time, even with a maxed out machine.

 

The machines themselves wouldn't be cheap either, meaning science cant just spam a bunch of them, could also give them a ridiculous power draw.

 

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Perhaps have the top tier research items findable in certain outer space locations and have a chance for mining rooms to spawn them as well. Have Buzzky guard one of them on the derelict for example. Place another in the clown officer's backpack on the clown shuttle. Another in the drug lab. Perhaps something on the DJ station. And then, as suggested before, gateway possibilities also. Force R&D to want to use telescience for exploration. Let there be something other than mild interest hidden out in space to encourage greater exploration. So much possibility is out there but only bananium is the only really unique thing that can be found in space that isn't somehow createable on station or minable on the asteroid.

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I feel that the uppermost tiers of science should depend on factors not known at round start. Like:

 

* findings from xenoarcheology

* capture of live wizard/ling/vamp/xeno

* goliath/basilisk.

* syndicate items.

* pda with TK.

* divine trickle onto the chaplain.

* artifacts found away missions.

* xenobio products.

* rare mining produce.

* Visitor trade.

 

These are just some ideas. But if these things, when encountered, presented a science opportunity that science would have to respond to in order to capitalize from, then that would make for some interesting gameplay. It would also allow for the classical adversarial positions of "we must kill/destroy it" vs "we must study it".

 

Live stuff would be more valuable than dead stuff. Reaching the absolute top tier stuff should be high risk and borderline irresponsible.

 

It would make science care about what happens elsewhere at the station.

 

And the means and facilities needed to capturing, containing and interacting with a hostile xeno would be an interesting setup.

 

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Maybe make it so science doesn't turn out completed products but frames requiring one or two non science items to complete it

Acompanied by a small storage of these exotic items somewhere in science to create a few completed items withouth requiring help.

Some examples could include

 

A wormhole generator requiring a non artaficial bluespace crystal to focus its energy.

 

The temperature gun requiring a basilisk core (I am aware this item doesn't exsist yet)

 

And other kinds of items could need medical or engineering assistance.

 

-Make the medbay harvest organs.

 

-Engineering could be given an radiation container that requires some time inside a rad collector (instead of the plasma tank) before it can generate the x-rays needed for he x-ray laser.

 

ENDLESS POSSIBILITIES!

 

 

The temperature gun's only real use is for culling slimes in xenobio, and even then it's only useful if you're somehow unable to trap the slime between you and a wall. No real point in making it fairly difficult to obtain, the damn thing only deals like 10 burn damage *overtime*, can't be put in a bag, and can't even shoot through windows. Hell it even pisses beepsky off.

 

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Maybe make it so science doesn't turn out completed products but frames requiring one or two non science items to complete it

Acompanied by a small storage of these exotic items somewhere in science to create a few completed items withouth requiring help.

Some examples could include

 

A wormhole generator requiring a non artaficial bluespace crystal to focus its energy.

 

The temperature gun requiring a basilisk core (I am aware this item doesn't exsist yet)

 

And other kinds of items could need medical or engineering assistance.

 

-Make the medbay harvest organs.

 

-Engineering could be given an radiation container that requires some time inside a rad collector (instead of the plasma tank) before it can generate the x-rays needed for he x-ray laser.

 

ENDLESS POSSIBILITIES!

 

 

The temperature gun's only real use is for culling slimes in xenobio, and even then it's only useful if you're somehow unable to trap the slime between you and a wall. No real point in making it fairly difficult to obtain, the damn thing only deals like 10 burn damage *overtime*, can't be put in a bag, and can't even shoot through windows. Hell it even pisses beepsky off.

 

It does quite a bit of damage against xenomorphs, actually.

 

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