Experimentor Function - Catalyst Merger

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FantasticFwoosh
Joined: Mon May 04, 2015 11:25 pm
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Experimentor Function - Catalyst Merger

Post by FantasticFwoosh » #338922

A simplistic idea, but it would bring the experimentor into its own for producing rare & unique items via almost alchemical RnD by combining two objects to create a entirely new one, effect or element.

For the most part, some items would be static to be merged, traitor gear is a very simple example since often more expensive TC equipment is two of the same multiplied in power.
  • Putting two onehanded eswords into each storage buffer of the experimentor and hitting merge (rate of success determined by how advanced the machine parts are) and you RnD create a double esword. With a special amount of tinkering and luck due to lower success rates, this would also be the only way to recieve the coveted tri-esword by merging another sword onto the double esword design for even smaller success chance.
  • Put a riot/wardens (compact) shotgun and pug meat into the experimentor, hit the button (providing its a success) and recieve a non-exploitable tech prototype bulldog shotgun as a unique item, often experimentor items used in this creative way have witty associations and special item setpieces.
This can get screwy when you add certain components in the other end that when merged duplicates the opposing contents, the idea being that eventually at large amount of cost to create these duplication catalysts, you can reproduce your merged creations or virtually any objects that the experimentor requires (obvious bans on very certain 1 of a kind items like the nuke disk)

If this goes wrong and the merge is a failure, worst case scenario is that one of the items is consumed and you get a regular random experimentor effect, or a garbage item/strange item/terrible mob monster will pop out at you.

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The Clowns Pocket
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Re: Experimentor Function - Catalyst Merger

Post by The Clowns Pocket » #338951

Won't people just record what special items you can get, thus removing the whole experimentation aspect?
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Nabski
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Re: Experimentor Function - Catalyst Merger

Post by Nabski » #338960

They wouldn't even need to record the items, just codedive and see what they are.
Gun Hog
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Re: Experimentor Function - Catalyst Merger

Post by Gun Hog » #338963

You can toss in a bit of RNG or some weird Goofball level mechanics to keep people guessing. But yes, any statics are going to be known, obviously. Weirdness like mixing a pneumatic cannon with beehives gets you a Beelistic Rifle! (Insert loaded hives to shoot the bees stored in them at people)
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FantasticFwoosh
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Re: Experimentor Function - Catalyst Merger

Post by FantasticFwoosh » #338971

I dont deny the implausability people will just meta-map out what things can be combined, thats not so much the point of the machine function nor its intention to be entirely mysterious, if people want to look for the most effective (not just common sense) special combinations its not a problem.

But it remains open ended for people who don't code-dive to experiment and be suprised.
Some logical solutions could be to have generic reactions rather than specific ones pay attention to RnG chance and tech levels, for instance to develop a certain object that transmutes into a range of different things, putting in a high tech origin, having a upgraded machine, and RnG all playing a part as to the result.

Low tech item =/= low tech item = (low tech item, with RnG chance of being random success or a failure *with some failures being silver lining malfunctions as is always the case of the experimentor*)
  • Discovered strange objects become useful to this purpose because even if the object itself is not usable, it will have some tech levels (once discovered) and a degree of irrelevancy to be thrown in as catalystic fodder without expending resources.
Xenobiology, robotics (subjective) and RnD giving objects to merge, as well as hunting for strange objects and curiousities that are going to land in your lap anyway as a experimentor scientist catalysting and prodding things constantly (rather than outliving just discovering strange objects and hitting ion to make cheaty batteries) would extremely extend its gameplay and give another permanent & dangerous science role besides toxins.
Gun Hog wrote:Weirdness like mixing a pneumatic cannon with beehives gets you a Beelistic Rifle! (Insert loaded hives to shoot the bees stored in them at people)
Exactly some of the intended, kind of sillyness i was driving for where coders can push the boat out a little bit without fear of buffing RnD with stupidpowerful items and have it abstract from RnD, which is a decomission clickfest.

Catalystic item Ro-burger : A mega bite burger mixed with a robotic posibrain (5% - 25% chance at base parts with RnG permitting)

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kevinz000
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Re: Experimentor Function - Catalyst Merger

Post by kevinz000 » #339021

The first plausibly good fwoosh post I've seen in a while


When are we combining a maxcap with a beam rifle though :^)
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AnonymousNow
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Re: Experimentor Function - Catalyst Merger

Post by AnonymousNow » #339135

This sounds stupid.

Exactly my kind of stupid.

Fund it.
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BeeSting12
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Re: Experimentor Function - Catalyst Merger

Post by BeeSting12 » #339423

kevinz000 wrote:The first plausibly good fwoosh post I've seen in a while


When are we combining a maxcap with a beam rifle though :^)
one time use beam rifle that explodes in your face when you try using it... Just like your code
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