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R&D Job: Anomalous Materials

Posted: Mon Mar 16, 2020 12:30 am
by iamgoofball
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:
Image
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

Re: R&D Job: Anomalous Materials

Posted: Mon Mar 16, 2020 12:59 am
by PKPenguin321
It's ban evasion but you could have just as easily had someone else copypaste it and post it for you so whatever I'll allow it

Re: R&D Job: Anomalous Materials

Posted: Mon Mar 16, 2020 1:24 am
by oranges
how is it ban evasion

Re: R&D Job: Anomalous Materials

Posted: Mon Mar 16, 2020 1:34 am
by Shadowflame909
So the deca crate system as a job?

Edit: Deca Crate + Supermatter lol.

Re: R&D Job: Anomalous Materials

Posted: Mon Mar 16, 2020 6:38 pm
by Yenwodyah
I like it. Randomized, repeatable puzzles is what science should be about. Here are some suggestions:
- If all the materials spawned in another department (e.g. cargo) it would promote interdepartmental cooperation
- Maybe have the full fire require scientist or RD access? Right now it sounds like two blood bros with insuls and tools could fuck up the whole station without anyone noticing.
- I think there’s potential for funny/risky interactions with the test array and thing other than the materials. Like what happens if you put a corgi in there, or a sm crystal

Re: R&D Job: Anomalous Materials

Posted: Mon Mar 16, 2020 6:52 pm
by Tlaltecuhtli
if you wall yourself off (or move machines if its possible and crystal doesnt self delete) can you spam the critical malfunctions roundstart ruining everyone else's round?

Re: R&D Job: Anomalous Materials

Posted: Mon Mar 16, 2020 8:16 pm
by Time-Green
Yenwodyah wrote: - If all the materials spawned in another department (e.g. cargo) it would promote interdepartmental cooperation
Then it becomes a cargo job though. There's a point in departmental cooperation where it just becomes utterly obnoxious. Something like more anomolous materials being orderable should be sufficient.