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Shadowflame909 wrote:What if we just brought back the experimentor to give science something to do other then go braindead after xenobio gets taken
halitosisman wrote:As an engineering main, I constantly find attempts at repairs and large construction projects frustrated by shuttle calls. Maybe make the current engineering tools faster or the rounds longer? Also, mineral availability currently is not balanced for some large scale endeavors.
oranges wrote:halitosisman wrote:As an engineering main, I constantly find attempts at repairs and large construction projects frustrated by shuttle calls. Maybe make the current engineering tools faster or the rounds longer? Also, mineral availability currently is not balanced for some large scale endeavors.
Changes to wiring and hopefully soon pipes will follow a similar building schema.
I'd like to touch core building (walls/doors) but mso has been historically touchy about how these are crafted, which is going to make it hard to change them to be simpler.
halitosisman wrote:RCDs made the time investment for wall/door construction a non issue, although making it even faster would always be appreciated. The main problem in construction is all the little things like machines/lights/air alarms/APCs/pipes etc. It takes a lot of clicks to lay all that stuff down.
halitosisman wrote:Cargo has a lot of underused potential as a trading hub. Most player's however, don't know the power of disposals, and most cargo techs lack the stomach to demand payment for minerals and services.
NecromancerAnne wrote:Atmospherics recently received a major overhaul and it has had some wacky and fairly significant effects on what atmos can do. I feel like anything that touches atmos should be sanity checks on the temperatures. The other things available include selling gas via cargo but outside of bombs and fusion fuckery there isn't much. But people enjoy that so I couldn't say what else you could do other than bring more of these gases into the list of usable gas for Supermatter setups.
oranges wrote:Good thread, also, while bartender and chef are in a good place, it is always interesting to see new types of things added to each role, i.e bartender gets something new besides just mixin drinks.
Kryson wrote:The downsides i guess is that we have at least one player that objects to even fictional gambling, i don't know how widespread this sentiment is.
If this is something the maintainers are interested in, i could take a crack at making a roulette wheel.
Arathian wrote:Some thoughts on my main departments (science and robotics):
1) "Science" should probably not be a job. Instead, each job should get a title. There is no "science" job besides clicking a button every 5 minutes unlike, say, doctors or engineers who do a variety of things. Instead, a large bunch of jobs should be under the "science" umbrella. Current jobs should be Toxins Specialist (2 slots), Xenobiologist (2 Slots) and maybe even experimentor (1 slot). That also avoids the problem of scientists toolboxing each other to death over who gets to be in xenobio.
Dr_bee wrote:halitosisman wrote:Cargo has a lot of underused potential as a trading hub. Most player's however, don't know the power of disposals, and most cargo techs lack the stomach to demand payment for minerals and services.
More stuff really should go through cargo and not techfabs. Or make cargo actually have to approve techfab print jobs. Right now cargo is just for guns during war ops and implants during revs, and not much else.
oranges wrote:Dr_bee wrote:halitosisman wrote:Cargo has a lot of underused potential as a trading hub. Most player's however, don't know the power of disposals, and most cargo techs lack the stomach to demand payment for minerals and services.
More stuff really should go through cargo and not techfabs. Or make cargo actually have to approve techfab print jobs. Right now cargo is just for guns during war ops and implants during revs, and not much else.
Cargo really got gutted over the years, through roundsstart map bloat and the techfabs/protolathes getting more and more stuff, im not really sure how to solve it in a meaningful way right now, since nobody will be happy if we take away any of that stuff and lock it behind cargo.
oranges wrote:Been saying this a while, probably need to move the techweb machine to heads offices to finally get the point across
oranges wrote:but the idea of making each of the slots unique is an interesting one.
oranges wrote:Do like the explorer role as well.
deedubya wrote:On the topic of techwebs, here's a big question for something I was on hiatus for: Why did the techwebs get changed from actively deconning items to timegated casual trash? In the past, "scientist" or specifically R&D was an actual job. Now it's just cookie clicker.
Also, while we're brainstorming new roles for the science department, how about a "Mechanic" role? Not sure if they'd belong under Science or Engineering, but they'd have access and an encryption key for both, as well as basic access to every non-security department. They'd be the guys responsible for going around upgrading and repairing machines, which would also take some of the burden off of Engineers when massive damage occurs and an area needs to be rebuilt. Engineers could focus on the structure while mechanics could focus on the machinery. I'd also suggest giving them a purple "mechanic's toolbelt" that is able to hold an RCD on top of all the tools a toolbelt currently holds. Perhaps have their default uniform be a purple science jumpsuit with a hazard vest?
TrumpetPlaya wrote:maybe science can be improved by adding more ways to accumulate research points, right now it's just toxins and destructive analyzer (which nobody uses)
all the toys that science has like nanites, xenobio, and the experimentor don't contribute to any actual research. science would be a much more cohesive department if every scientist's job was to accumulate more research points rather than dicking around with xenobio for an hour in absolute silence.
Ziiro wrote:https://github.com/vgstation-coders/vgstation13/pull/18555
Unironically
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