Fuel Rod Synthesis

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NoahKirchner
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Fuel Rod Synthesis

Post by NoahKirchner » 25 Apr 2017, 21:32

Summary (a quick, 2-3 sentence summary): The new update to the engine, while far more lore friendly, interactive, and having far less grief potential (both really important and good things), lowered the skill ceiling for MTs a bit lower than it already was. I (and driecg gave me the idea), would like to suggest the ability to synthesize custom fuel rods to potentially increase the effectiveness of the engine.

Benefits (How this will benefit the server and game as a whole): It would raise the skill ceiling of MT and CE while not making the job more taxing (It would not be necessary), and would allow people who previously had a lot of fun messing with gas mixes in the SM chamber to once again be able to experiment. SS13 is, after all, a large part messing with the mechanics and figuring out new, more efficient, or more fun ways to do things. Also, it would give MTs and CEs even more to do besides building bars and what-not on the Sulaco, and overall increase the usefulness of the role.

Details (Description of how you think this would work, the benefits, etc): The fuel rods would be made in a burn chamber with an air dump and no way to enter. Two connectors would allow gas into the chamber, and an igniter would be installed for heating the gas. The floors would be reinforced so as to prevent burning away the floor. If the gas was too hot or not to your liking, you could easily dump it out into space so as to protect the chamber and begin again.

When you got your gas mix to the proper heat, pressure, etc., you could press a button next to the chamber, and have it produce a fuel rod. This would remove all of the gas in the chamber, and give you a custom fuel rod that could either create more or less power than a standard one, and may cause the breakdown rate of the generators to either be higher or lower. This could then be used in the generator, and would apply the aforementioned effects onto it.

This would of course be entirely optional, and the engine would be able to run without the enhanced fuel rods, but it has the potential to decrease the workload on the MTs, and would make the job a lot less "on rails", as it were.

Implementation (Optional, if you have an idea how to implement it): Mapping, coding and spriting. The whole sh'bang.
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driecg36
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Re: Fuel Rod Synthesis

Post by driecg36 » 25 Apr 2017, 21:35

+1 cause I came up with it
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TopHatPenguin
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Re: Fuel Rod Synthesis

Post by TopHatPenguin » 25 Apr 2017, 21:36

I'd really like to see this although I dread adding it to the wiki, it'd be really neat to be able to make better fuel rods and just experiment.

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driecg36
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Re: Fuel Rod Synthesis

Post by driecg36 » 25 Apr 2017, 21:37

TPH, you can just leave it vague, so people have to experiment for themselves, instead of posting the most optimal mixes instantly.
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NoahKirchner
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Re: Fuel Rod Synthesis

Post by NoahKirchner » 25 Apr 2017, 21:38

TopHatPenguin wrote:I'd really like to see this although I dread adding it to the wiki, it'd be really neat to be able to make better fuel rods and just experiment.
Well you wouldn't need to add the specifics, it might be better to *not* add them actually, and to let the players come up with it on their own. Just explain how to do it and point them to the atmos section for how gasses react.
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TopHatPenguin
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Re: Fuel Rod Synthesis

Post by TopHatPenguin » 25 Apr 2017, 22:05

NoahKirchner wrote:Well you wouldn't need to add the specifics, it might be better to *not* add them actually, and to let the players come up with it on their own. Just explain how to do it and point them to the atmos section for how gasses react.
I'd probably do that but also add in a template/example one for them to follow so they know the basic structure and what to do.

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