New R&D and traitor objectives

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Jazaen
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New R&D and traitor objectives

Post by Jazaen » #183722

Since the R&D level remake you are supposedly able to deconstruct certain special items, like HoS gun and CE magboots, for fairly high tech levels (medicore in case of HoS gun, pretty good in case of magboots). Those items can be, at the same time, made into traitor objectives, destroying which to prevent greentext is disallowed. For example, if you want to reach electromagnets tech without waiting for a right anomaly, you have to deconstruct the CE magboots.
It it allowed rule-wise to deconstruct them for tech levels (destroying potential tator objective)? If it's not, is it allowed if you somehow know traitor is after them (detained when breaking into CE office)?
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Steelpoint
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Re: New R&D and traitor objectives

Post by Steelpoint » #183723

It is a moronic change to allow RnD to even deconstruct high risk items.
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Okand37
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Re: New R&D and traitor objectives

Post by Okand37 » #183788

It seems more like this was a complete overlook opposed to something that really has a set policy for it. Personally, I'd say hold off from deconstructing them until it is atleast an hour into the shift, but there isn't an set thing on it last I checked.
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Re: New R&D and traitor objectives

Post by PKPenguin321 » #183805

Steelpoint wrote:It is a moronic change to allow RnD to even deconstruct high risk items.
yeah this

i dont know how this change snuck in
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Takeguru
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Re: New R&D and traitor objectives

Post by Takeguru » #183813

What's next, allowing them to deconstruct the nuke disk?
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MMMiracles
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Re: New R&D and traitor objectives

Post by MMMiracles » #183814

Takeguru wrote:What's next, allowing them to deconstruct the nuke disk?
Most traitor objectives like the CE's magboots and HoS' lasergun already had research levels for deconstruction before the change, its just now they're seen more viable for research progress. Its not he made them deconnable, he just made them viable for levels at a later level.

Most changes are still dumb, even though I can see why he'd done most of them (trying to encourage more departmental exchanges between science instead of having science hide in their cave to get their research high up).
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Takeguru
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Re: New R&D and traitor objectives

Post by Takeguru » #183816

The problem with that is now science will only rarely ever get into the high tech zone, because not only are they relying on mining to do their job, they now need 2 extra departments taking time to do their thing with little incentive

Botany gets hit the hardest, they get what, a somatoray if they're lucky?
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Jazaen
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Re: New R&D and traitor objectives

Post by Jazaen » #183945

This topic will soon be irrelevant, since tator objectives tech levels are getting removed(https://github.com/tgstation/tgstation/pull/18246). I'm not sure if you can decon them now, since they now have no tech levels, and I can't be bothered to look through the code.

Move along, citizen!
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