Get rid of the Science department.

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Nalzul
Joined: Fri Aug 31, 2018 7:26 pm
Byond Username: Blargety

Get rid of the Science department.

Post by Nalzul » #456225

Ever since Sci lost the ability to print guns and circuits being removed the department has been faltering. All of the current roles of Sci could be integrated into both medical and engineering nearly seamlessly, aside from map changes.

Generic Scientist => Engineer, if you're not doing xeno, nanites, or toxins, you're pretty much waiting around the console and upgrading people. Thematically this should be more fitting for an engineer-- people who maintain machinery.
Research => Medical/Nobody. Oranges wants to get rid of a centralized tech web so this option could be disregarded or adding onto a new medical job, the Researcher.
Robotics => Engineering, engineering can pretty much do whatever robotics can, just without the ability to lock borgs. Once again this fits the engineering theme of construction than the science theme of pressing buttons.
Xenobio => Medical, xeno has to deal with lifeforms and should be relegated onto a medical position, namely the Researcher from above.
Toxins => Atmos is already toxins, just without roundstart TTVs
Nanites => The black sheep of science can, once again, be turned over to medical and under the Researcher again.

This is a half-serious half-jest suggestion, but science is a really bad department right now with only the budget making it worthwhile.
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Steelpoint
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Joined: Thu Apr 17, 2014 6:37 pm
Byond Username: Steelpoint
Github Username: Steelpoint
Location: The Armoury

Re: Get rid of the Science department.

Post by Steelpoint » #456259

It is unfortunate that there is no real 'science' in the science department.

We get a glorified cow breeder, a bomb maker and a button pusher.
'
Nanites don't count as research since you're just waiting for the button pusher to push the buttons to make nanites then you get nanites. There's no research inherent to nanites because all you do is load the programs onto the machine and set parameters (optionally).

The actual RnD change of splitting the items to allow departments to print relevant items was the best RnD change in years, it significantly curtailed the RnD powercreep and instead spread it around the entire station in a fair manner, it also stopped the constant issue of Science outgunning Security, although RnD can now just buy a hundred shotguns and autorifles.

The RnD budget is a hilariously broken mechanic that needs to be reigned in, when the Research Director and Quartermaster are buying more guns and armour than the Armoury could ever hold, then something is wrong. Not to mention how the 'direct purchase' bypasses any lock mechanism so you don't need armoury access to open those gun crates. This has also given a rise to a new breed of Research Directors who act like its their god given right to overflow themselves with a hundred guns and then start shooting the HoS when they complain.
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somerandomguy
Joined: Sun Nov 05, 2017 7:41 pm
Byond Username: Astatineguy12

Re: Get rid of the Science department.

Post by somerandomguy » #456366

Steelpoint wrote:It is unfortunate that there is no real 'science' in the science department.

We get a glorified cow breeder, a bomb maker and a button pusher.
'
Nanites don't count as research since you're just waiting for the button pusher to push the buttons to make nanites then you get nanites. There's no research inherent to nanites because all you do is load the programs onto the machine and set parameters (optionally).

The actual RnD change of splitting the items to allow departments to print relevant items was the best RnD change in years, it significantly curtailed the RnD powercreep and instead spread it around the entire station in a fair manner, it also stopped the constant issue of Science outgunning Security, although RnD can now just buy a hundred shotguns and autorifles.

The RnD budget is a hilariously broken mechanic that needs to be reigned in, when the Research Director and Quartermaster are buying more guns and armour than the Armoury could ever hold, then something is wrong. Not to mention how the 'direct purchase' bypasses any lock mechanism so you don't need armoury access to open those gun crates. This has also given a rise to a new breed of Research Directors who act like its their god given right to overflow themselves with a hundred guns and then start shooting the HoS when they complain.
>complains about rnd being button pushing
>says making it button pushing was a good thing
bman
Github User
Joined: Fri Oct 14, 2016 4:55 pm
Byond Username: Basilman
Github Username: Militaires

Re: Get rid of the Science department.

Post by bman » #456381

i already proposed how to make a hands-on research system inspired by KSP but no one agreed to make it
adamkad1
Joined: Mon Mar 20, 2017 8:11 pm
Byond Username: Adamkad1

Re: Get rid of the Science department.

Post by adamkad1 » #456442

Yeah lets give medical everything, lets turn this into a fkin medical station! Dont you know toxins is lorewise the most relevant place
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Nalzul
Joined: Fri Aug 31, 2018 7:26 pm
Byond Username: Blargety

Re: Get rid of the Science department.

Post by Nalzul » #456516

adamkad1 wrote:Yeah lets give medical everything, lets turn this into a fkin medical station! Dont you know toxins is lorewise the most relevant place
>lore on tg lol
Medical is another disaster of a department, but only because of how easy medical is on tg. Giving lifeform-related and research to medical would improve it from the bare-bones features it has. Giving toxins to atmos still retains the lore part, but actually gives atmos a reason to produce canisters full of trit.
Oh, and plasmaflooding is still broken as hell, don't give atmos the excuse of them being firefighters.
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Deitus
Joined: Tue Feb 17, 2015 5:26 pm
Byond Username: Deitus

Re: Get rid of the Science department.

Post by Deitus » #456558

Hahahahahaha
Fuck off op.
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somerandomguy
Joined: Sun Nov 05, 2017 7:41 pm
Byond Username: Astatineguy12

Re: Get rid of the Science department.

Post by somerandomguy » #456612

Nalzul wrote:
adamkad1 wrote:Yeah lets give medical everything, lets turn this into a fkin medical station! Dont you know toxins is lorewise the most relevant place
>lore on tg lol
Medical is another disaster of a department, but only because of how easy medical is on tg. Giving lifeform-related and research to medical would improve it from the bare-bones features it has. Giving toxins to atmos still retains the lore part, but actually gives atmos a reason to produce canisters full of trit.
Oh, and plasmaflooding is still broken as hell, don't give atmos the excuse of them being firefighters.
>being able to make trit
>not flooding the perfectly good trit along with plasma
>not flooding with superheated/pressurized gas
>not flooding with supercooled gas
>not flooding with supercooled water vapor aka freon 2.0
Dr_bee
Joined: Fri Dec 23, 2016 6:31 pm
Byond Username: DrBee

Re: Get rid of the Science department.

Post by Dr_bee » #456629

somerandomguy wrote:
Nalzul wrote:
adamkad1 wrote:Yeah lets give medical everything, lets turn this into a fkin medical station! Dont you know toxins is lorewise the most relevant place
>lore on tg lol
Medical is another disaster of a department, but only because of how easy medical is on tg. Giving lifeform-related and research to medical would improve it from the bare-bones features it has. Giving toxins to atmos still retains the lore part, but actually gives atmos a reason to produce canisters full of trit.
Oh, and plasmaflooding is still broken as hell, don't give atmos the excuse of them being firefighters.
>being able to make trit
>not flooding the perfectly good trit along with plasma
>not flooding with superheated/pressurized gas
>not flooding with supercooled gas
>not flooding with supercooled water vapor aka freon 2.0
There isnt enough water vapor on the station to make an effective flood and mass vapor production isnt fast enough to flood effectively.

Some traitor did TC trade for a water vapor gas miner from a newbie admin who didnt understand atmos once and flooded with it, killed the entire station. Havent seen it repeated legitimately.
somerandomguy
Joined: Sun Nov 05, 2017 7:41 pm
Byond Username: Astatineguy12

Re: Get rid of the Science department.

Post by somerandomguy » #456682

Dr_bee wrote:
somerandomguy wrote:
Nalzul wrote:
adamkad1 wrote:Yeah lets give medical everything, lets turn this into a fkin medical station! Dont you know toxins is lorewise the most relevant place
>lore on tg lol
Medical is another disaster of a department, but only because of how easy medical is on tg. Giving lifeform-related and research to medical would improve it from the bare-bones features it has. Giving toxins to atmos still retains the lore part, but actually gives atmos a reason to produce canisters full of trit.
Oh, and plasmaflooding is still broken as hell, don't give atmos the excuse of them being firefighters.
>being able to make trit
>not flooding the perfectly good trit along with plasma
>not flooding with superheated/pressurized gas
>not flooding with supercooled gas
>not flooding with supercooled water vapor aka freon 2.0
There isnt enough water vapor on the station to make an effective flood and mass vapor production isnt fast enough to flood effectively.

Some traitor did TC trade for a water vapor gas miner from a newbie admin who didnt understand atmos once and flooded with it, killed the entire station. Havent seen it repeated legitimately.
you can order more
Dr_bee
Joined: Fri Dec 23, 2016 6:31 pm
Byond Username: DrBee

Re: Get rid of the Science department.

Post by Dr_bee » #456701

somerandomguy wrote:
Dr_bee wrote:
somerandomguy wrote:
Nalzul wrote:
adamkad1 wrote:Yeah lets give medical everything, lets turn this into a fkin medical station! Dont you know toxins is lorewise the most relevant place
>lore on tg lol
Medical is another disaster of a department, but only because of how easy medical is on tg. Giving lifeform-related and research to medical would improve it from the bare-bones features it has. Giving toxins to atmos still retains the lore part, but actually gives atmos a reason to produce canisters full of trit.
Oh, and plasmaflooding is still broken as hell, don't give atmos the excuse of them being firefighters.
>being able to make trit
>not flooding the perfectly good trit along with plasma
>not flooding with superheated/pressurized gas
>not flooding with supercooled gas
>not flooding with supercooled water vapor aka freon 2.0
There isnt enough water vapor on the station to make an effective flood and mass vapor production isnt fast enough to flood effectively.

Some traitor did TC trade for a water vapor gas miner from a newbie admin who didnt understand atmos once and flooded with it, killed the entire station. Havent seen it repeated legitimately.
you can order more
You overestimate the amount of vapor you get in a canister or underestimate the amount of vapor needed to run a good supercooled frozen hell mix.
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Drynwyn
Joined: Fri Apr 18, 2014 5:09 pm
Byond Username: Drynwyn

Re: Get rid of the Science department.

Post by Drynwyn » #456765

Dr_bee wrote:
somerandomguy wrote:
Dr_bee wrote:
somerandomguy wrote:
Nalzul wrote:
adamkad1 wrote:Yeah lets give medical everything, lets turn this into a fkin medical station! Dont you know toxins is lorewise the most relevant place
>lore on tg lol
Medical is another disaster of a department, but only because of how easy medical is on tg. Giving lifeform-related and research to medical would improve it from the bare-bones features it has. Giving toxins to atmos still retains the lore part, but actually gives atmos a reason to produce canisters full of trit.
Oh, and plasmaflooding is still broken as hell, don't give atmos the excuse of them being firefighters.
>being able to make trit
>not flooding the perfectly good trit along with plasma
>not flooding with superheated/pressurized gas
>not flooding with supercooled gas
>not flooding with supercooled water vapor aka freon 2.0
There isnt enough water vapor on the station to make an effective flood and mass vapor production isnt fast enough to flood effectively.

Some traitor did TC trade for a water vapor gas miner from a newbie admin who didnt understand atmos once and flooded with it, killed the entire station. Havent seen it repeated legitimately.
you can order more
You overestimate the amount of vapor you get in a canister or underestimate the amount of vapor needed to run a good supercooled frozen hell mix.
Yeah- you can get a decent flood going with just one or two plasma canisters, but because gas volume decreases alongside temperature, you need WAY more moles of whatever you use in a frozen deathmix then a fiery deathmix.
In game, I play the A.I Firmware, the French cyborg C.U.R.I.E, Aubrie Allen, and the lizard scum Skulks-Through-Maintenance.
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