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Research pass, expierments, and deconstructive analysis #5762
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Just to double check, was the modsuit scanning experiment working in your tests? I was unable to figure it out on live. |
I had no issue with it, scanning a completed standard or cosmichonk modsuit (2 points) or the ones that can be made which are also on the station, engineering, atmospherics, security, or medical, (1 point) should award the points. |
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/datum/experiment/scanning/random/money | ||
name = "Computing Software Funding Salvage" | ||
description = "Funding this quarter has been under, 'find' a bounty cube for us skip the middle man. The destructive analyzer can decyrpt the cube, don't expect to see it back however." |
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description = "Funding this quarter has been under, 'find' a bounty cube for us skip the middle man. The destructive analyzer can decyrpt the cube, don't expect to see it back however." | |
description = "Funding this quarter has been under, 'find' a bounty cube for us skip the middle man. The destructive analyzer can decrypt the cube, don't expect to see it back however." |
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About The Pull Request
Medical Bed stuff
Cybernetic revolution
Cargo teleporters.
Experiments
Why It's Good For The Game
Medical beds.
Skipping over the implications that nanotrasen uses god knows how many bluespace and diamonds on medical beds for every station. The cost does not fit the benefit. Lower it down in research and expierments to where it is on TG.
Removing beds from the station's brings more value for the emergancy one's and research. It encourages folks to take less from the medical team and not everyone have a free body snatcher in their backpack because they are left outside of medbay.
Cargo teleporter research shift.
Cargo teleporter is one of those researches I see rarley done and is a awkward solo research that doesnt lead to anything else. Moving it to miniaturized blue space fits the theme and helps clean the tech tree a little.
Expierments
Points are valuable! Especially early when everyone is trying to get something or another. The bot, shell, and mod suit encourage robotics to help out some more and get early research rolling. Scanning resources either not native to the station or worth a portion less.
And the bounty cube one I just find very funny and refuse to budge on.
The other experiments are what I'm listing as salvage.
They are discounts for things that enemies may leave behind or contraband obtained from folks. If deconstructed providing a discount to technologies with similar properties. (Example, Perfect serverlinks providing a discount to regular Cyberlinks.) The idea is I implement more to give the expiermental destructive analyser some more life and use. And give science a more reverse engineering feel.
Changelog
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add: Added several experiments for research.
balance: Cargo teleporters now require miniaturised blue space.
balance: Emergency medical beds now require advanced biotech
balance: Less comfortable, and portable medical beds have been provided to the stations instead of emergancy medical beds.
fix: Emergency medical beds are no longer coated with a diamond/blue space mix blanket.
/:cl: