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terranaut wrote:i had this thought earlier and forgot about it and now i remembered
i dont actually play of course but i hope you kept a legit reason for scientists to make bombs to avoid the meta tell of "he makin bombs he bad"
all the best,
bobbah "monki" brown
WineAllWine wrote:is this still on the cards? I thought it would be coming after the November code freeze but haven't seen anything about it in ages
⠀technokek wrote:Cannot prove this so just belive me if when say this
vkalls wrote:I really like this. It's come a long way from when I first saw it on Sybil. I like that there are only some techs with experiment locks, there even could be a few more in my opinion. I also like the discount experiments. A little more variety would be nice, as xenobio and toxins aren't always something people will do. Maybe some options that might be more difficult but less boring, like scanning something from lavaland for biotech. Or scanning dead mobs for weapons tech. I also really like the unique challenges like the gaming one. Overall, a very good improvement to RnD and far above the current system.
build x meat furniture
build x mineral walls
blow up 2 welding fuel canisters
have had someone do xenobiology that round
have had someone do cytology that round
have had someone do nanites that round
scan 3 vomit decals
⠀technokek wrote:Cannot prove this so just belive me if when say this
cacogen wrote:build x meat furniture
build x mineral walls
blow up 2 welding fuel canisters
have had someone do xenobiology that round
have had someone do cytology that round
have had someone do nanites that round
scan 3 vomit decals
I liked research better when nodes were only gated by point regeneration. I'd have improved it by allowing players to choose their path through the tree ahead of time. Nodes would unlock by themselves as points built up. Research wouldn't involve standing at the console waiting.
Destructive Analysing sucked because nobody did it until people made guides. Then it amounted to following the meta strategy round after round. ExperiSci is similar in the fetch quest tedium and lack of engagement. But instead of relying on opaque values the game tells you what you need. It feels like jumping through hoops rather than unlocking things organically.
I respect the effort involved and the attempt to make research interesting and dynamic. I like the TGUI on the scanners, it makes the feature feel new and interesting. I do find the amount of information visually overwhelming, though. I wish the coder had broken it up into category submenus. Like the UI for downloading modular computer programs.
cacogen wrote:snip
I liked research better when nodes were only gated by point regeneration. I'd have improved it by allowing players to choose their path through the tree ahead of time. Nodes would unlock by themselves as points built up. Research wouldn't involve standing at the console waiting.
Destructive Analysing sucked because nobody did it until people made guides. Then it amounted to following the meta strategy round after round. ExperiSci is similar in the fetch quest tedium and lack of engagement. But instead of relying on opaque values the game tells you what you need. It feels like jumping through hoops rather than unlocking things organically.
I respect the effort involved and the attempt to make research interesting and dynamic. I like the TGUI on the scanners, it makes the feature feel new and interesting. I do find the amount of information visually overwhelming, though. I wish the coder had broken it up into category submenus. Like the UI for downloading modular computer programs.
bobbahbrown wrote:regarding the bore of standing at the RnD console, i would recommend checking out the modular tablet app made by Arcane. it's on the tablet the RD starts with, and the RD can download it to any computer after which anyone with rnd access can use it. it's an awesome way to perform research while on the go, as you can leave it on your belt or elsewhere and keep the UI open whilst you do other stuff. zxaber may be adding a modular-computer-based experi-scanner soon as well.
Qustinnus wrote:theres a big difference between "get this specific list of items that you can find at roundstart / can print" and "get this list of objects that you would otherwise already try to get (or atleast would be part of your job to get". Especially with the factor being that you have different targets each round.
⠀technokek wrote:Cannot prove this so just belive me if when say this
cacogen wrote:bobbahbrown wrote:regarding the bore of standing at the RnD console, i would recommend checking out the modular tablet app made by Arcane. it's on the tablet the RD starts with, and the RD can download it to any computer after which anyone with rnd access can use it. it's an awesome way to perform research while on the go, as you can leave it on your belt or elsewhere and keep the UI open whilst you do other stuff. zxaber may be adding a modular-computer-based experi-scanner soon as well.
When I played this last night, my HoP tablet may have started with this app. Either way, I was able to research from it. Which was nice. I didn't mean to imply ExperiSci required standing at a console. I meant the old system did.
I don't know if scientists start with tablets or this app, though. I noticed last night they still don't have their own console, which feels cucked. A similar principle is the HoP and not the QM having access to the NTIRN app. If an RD isn't unlocking research they're relegated to using the console in the RD's office. This is impractical for a lot of reasons. I wish the "civilian console" had the same functionality as the RD's to begin with.Qustinnus wrote:theres a big difference between "get this specific list of items that you can find at roundstart / can print" and "get this list of objects that you would otherwise already try to get (or atleast would be part of your job to get". Especially with the factor being that you have different targets each round.
Maybe the specific details of what unlocks what prove this wrong but I don't like the idea of gating that good shit that research gets other departments behind doing stuff that sucks that I don't know how to do and have never seen anyone do like cytology. Xenobiology is something I find satisfying but it takes ages and the controls are shitty so I'm not going to do it because I happen to be in science on lowpop and none of the jobs have been done and I'm trying to get a node for my department and I'm locked out of it by slime cores. Again maybe the specific details of what jobs like cytology and xenobiology unlock for other departments prove this wrong but that's how I feel anyway.
⠀technokek wrote:Cannot prove this so just belive me if when say this
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