R&D Job: Anomalous Materials
Posted: Mon Mar 16, 2020 12:30 am
I have been told by oranges to post my Anomalous Materials proposal here. I suspect he intends to ask someone to move it to the correct forum.
Evidence of this:
https://discordapp.com/channels/3268221 ... 3011191934
research and development: anomalous materials
crystal shapes, sizes, and colors
anomalous material:
start with 3 on station
order more from cargo
randomized correct laser spec per material
source of crystals:
feed 1 diamond or 1 glass into machine to get randomized crystal
glass crystals have malfunction chance(10%) to be a different color/shape/size upon usage in the machinery or lasers or emitters
diamond crystals have 0% chance by default
use color/shape/size machine on crystal to adjust crystal(introduces a 5% malfunction chance per modification)(may tweak this chance)
effects per shape/size/color randomized, types below
laser colors:
red/green/blue
crystal shapes:
square
triangle
circle
cylinder
crystal sizes:
huge
large
medium
small
tiny
place up to 3 crystals into crystal array
big ass HL1 test chamber laser
large fuckin lasers shoot from it, requires 3 arrays, 1 per beam
TEST FIRE PHASE:
hit anomalous material with all 3 lasers one at a time, needs to be tuned in properly
if a variable is right on a laser, reset its negative effect count and say what was correct
if a variable is wrong, say what was wrong, do negative effects too
if laser too big, light crystal area on fire 3x3
if laser too big 2 times in a row, light crystal area on fire 5x5
if laser too big 3 times in a row, light crystal's current get_area() on fire, reset count
if laser too small, freeze area around crystal in 3x3
if laser too small 2 times in a row, freeze area around crystal in 5x5
if laser too small 3 times in a row, freeze crystal's get_area(), reset count
if laser wrong color, spawn 1 hostile
if laser wrong color 2 times in a row, 2 hostiles
if laser wrong color 3 times in a row, 3 hostiles, reset count
if laser wrong shape, do any of the t1 effects above in a random area
FULL FIRE PHASE:
two people needed to flip the switch to activate this
all 3 lasers fire at once, if it's tuned in properly the material is destroyed and you receive the ability to continue down the tech tree to t3 and t4 parts, along with other bonus technologies if repeated
all three lasers fire at once, if it's not tuned in properly a RESONANCE CASCADE occurs:
resonance cascade severity is based on how many lasers are out of alignment:
severity 1: only 1 laser was out of alignment:
dangerous aliens spawn all over science(not xenomorphs), machines blow up in science(no hull breach), and a station wide alert is sounded about a resonance incident
severity 2: only 2 lasers were out of alignment:
dangerous aliens spawn all over science and a random other department, machines blow up in those departments(no hull breach), station wide alert is sounded about a resonance emergency
severity 3: all 3 lasers were out of alignment
dangerous aliens spawn all over science, and 2 other random departments, machines blow up in those departments(no hull breach), station wide alert is sounded about a resonance cascade, ERT called
Evidence of this:
https://discordapp.com/channels/3268221 ... 3011191934
research and development: anomalous materials
crystal shapes, sizes, and colors
anomalous material:
start with 3 on station
order more from cargo
randomized correct laser spec per material
source of crystals:
feed 1 diamond or 1 glass into machine to get randomized crystal
glass crystals have malfunction chance(10%) to be a different color/shape/size upon usage in the machinery or lasers or emitters
diamond crystals have 0% chance by default
use color/shape/size machine on crystal to adjust crystal(introduces a 5% malfunction chance per modification)(may tweak this chance)
effects per shape/size/color randomized, types below
laser colors:
red/green/blue
crystal shapes:
square
triangle
circle
cylinder
crystal sizes:
huge
large
medium
small
tiny
place up to 3 crystals into crystal array
big ass HL1 test chamber laser
large fuckin lasers shoot from it, requires 3 arrays, 1 per beam
TEST FIRE PHASE:
hit anomalous material with all 3 lasers one at a time, needs to be tuned in properly
if a variable is right on a laser, reset its negative effect count and say what was correct
if a variable is wrong, say what was wrong, do negative effects too
if laser too big, light crystal area on fire 3x3
if laser too big 2 times in a row, light crystal area on fire 5x5
if laser too big 3 times in a row, light crystal's current get_area() on fire, reset count
if laser too small, freeze area around crystal in 3x3
if laser too small 2 times in a row, freeze area around crystal in 5x5
if laser too small 3 times in a row, freeze crystal's get_area(), reset count
if laser wrong color, spawn 1 hostile
if laser wrong color 2 times in a row, 2 hostiles
if laser wrong color 3 times in a row, 3 hostiles, reset count
if laser wrong shape, do any of the t1 effects above in a random area
FULL FIRE PHASE:
two people needed to flip the switch to activate this
all 3 lasers fire at once, if it's tuned in properly the material is destroyed and you receive the ability to continue down the tech tree to t3 and t4 parts, along with other bonus technologies if repeated
all three lasers fire at once, if it's not tuned in properly a RESONANCE CASCADE occurs:
resonance cascade severity is based on how many lasers are out of alignment:
severity 1: only 1 laser was out of alignment:
dangerous aliens spawn all over science(not xenomorphs), machines blow up in science(no hull breach), and a station wide alert is sounded about a resonance incident
severity 2: only 2 lasers were out of alignment:
dangerous aliens spawn all over science and a random other department, machines blow up in those departments(no hull breach), station wide alert is sounded about a resonance emergency
severity 3: all 3 lasers were out of alignment
dangerous aliens spawn all over science, and 2 other random departments, machines blow up in those departments(no hull breach), station wide alert is sounded about a resonance cascade, ERT called