Researchers

Generic, on-topic discussion about Colonial Marines.
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Dolth
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Researchers

Post by Dolth » 26 Jul 2017, 06:22

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Holà,

Researchers used to be a thing from R&D to chem nades, usual chemistry, exosuits long time ago, chem injectors, building stuff and improvement for the vessel etc and then there was improvement from harvesting dead xeno.

Now, everything was removed. Well. Beside chems.
The question is the following, will researchers be granted more options in the future such as the previously stated one?
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misto
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Re: Researchers

Post by misto » 26 Jul 2017, 06:34

they seem to dislike any powersuits that arent strictly walking forklifts, so that detail is unlikely to come back

they built some containment cell things so they probably have some plans for you to be hatching or catching aliem players somehow and then doing ??? to them

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Dolth
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Re: Researchers

Post by Dolth » 26 Jul 2017, 06:40

Yeah the exosuit was obviously a meme. I did talk about R&D and injectors and autolathe+toolbelt and xenotholathe aswell.

Also we had restraints to capture xeno, the idea was aborted for some reasons. And anyway this thread is mostly adressed to devs as I have no idea how to get an answer rather than rumors and opinions.
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Asada Ryou
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Re: Researchers

Post by Asada Ryou » 26 Jul 2017, 08:23

I can still make chem grenades, it is just a bit more difficult. There is still a lot you can do research wise but it is not in the researcher wiki. I get that researcher is more of a RP role now but I feel there is more that can be added that will not make researcher OP.

+1

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Bronimin
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Re: Researchers

Post by Bronimin » 27 Jul 2017, 07:37

The way I see it, Researchers are a role where you can learn how to Baymed safely and without letting everyone down because no one has any expectations that you will ever do anything useful. If people bring you xeno corpses, mutter that you 'bunked your xenobiology class' and go back to figuring out what Bicaridine OD does by injecting chimps or Delta Marines that you have gotten to sign a waiver saying that you are not responsible if anything happens. Three days ago I did a big project on how to use Hyperzine/ Synaptizine safely and found a few vectors that I really like. Some days before that I tested 'Alternative Surgery' and was pleased with how effective it was.

I'll have to play around with chemical grenades sometime. As I understand it, combat grenades aren't particularly useful because the Xenos have been made invulnerable to gas and foam attacks and the explosive grenades have a very small AoE. Testing the grenades will be difficult, you'll probably have to go planetside and toss them into the wilderness away from any marines.

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Re: Researchers

Post by solidfury7 » 27 Jul 2017, 09:00

Research is currently being reworked rather extensively behind the scenes.
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Dolth
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Re: Researchers

Post by Dolth » 27 Jul 2017, 09:08

solidfury7 wrote:Research is currently being reworked rather extensively behind the scenes.
That's what I wanted to hear, any specific news or any sources from that?
To be fair I'd expect an staff member to drop some news/feebacks around it. I ain't asking what's up with researchers, I am just asking if there's something about it going on actively, and if yes, aproximativly when will it change. That's all.
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Re: Researchers

Post by KingKire » 27 Jul 2017, 20:06

Theres plenty of fun stuff you can do with research. everything but the protolathe is still there. I kinda miss it, because i liked the protolathe and sometimes when the ship had been completely wrecked by an sm explosion, i would rebuild it to get it back to functioning order.

Chemicals, still pretty fun stuff. i got some pretty deep notes on all the fun combinations of healing and damaging chems. Healing grenades are very tempermental because of how smoke works. If foam didnt slip people, foam healing grenades would be pretty nice. But alas, despite the blood and acid soaked battlefields, a pair of marine combat boots does not offer any protection against water-foam.

i think i want to make the foam healing a thing, but suggestions are in the works right now.

syringe guns were meh. but if i messed around more, i think i could find a use.

Smoke is amazing and crappy at the same time. Super tempermental, but its amazing when harnesed. have a ton of notes on that one.

Cryo beakers i found to be completely useless. I really wish they had a purpose (possibly cooling liquids to allow the use of frozen stuff) or better interactions with smoke. or anything really. I want to inject cryodone into people and heal them (possibly have them be battery powered, would be a nice balance feature)

Medibots were okay, but giving them a personal beaker was useless since they would use up all the chemicals inside in a few shots. (possibly want to give a deeper interface for them)

uranuim light grenades were fun, creates a light tile when detonated. Really wish they had some negative effects for its use, otherwise its OP and i really never used it because it felt like bug abuse.
(Causes tiles to be light level 1 forever, even in darkness. Would be awesome if devs would make it so uranium decays quickly, allowing you to make temporary 5 second light grenades instead of permanent ones. Also would be great if people walking through uranium got a little radation poisoning, so it has some negative effects to go with it. I think it would be a pretty cool feature. The uranium part is kind of wonky, might be better to have a "phosphorus" chemical that has the same properties, so best of both worlds)

Fire grenades are really...interesting. Loading welder fuel creates a big mess which is meh. Fuel oil can self ignite if the ambient temp is high enough in ss13 atmos engine. But, planet side, fuel oil can never reach that temp since atmos is disabled. Really wish there was a way to create ghetto molotov cocktails out of fuel oil, but it needs real coding. Also, fuel oil can indeed set a fire hot enough to melt into space if in space station atmos area. So thats a thing. very tempermental, literally, figuratively.

Super max cap bluespace grenades are really awesome. smoke, explosion, foam... its all rofl.

Weed killer grenades are awesome as well, but again, i always felt like it was a cheesy glitch instead of a dedicated feature, so i never really used them because i didnt want to be that guy. I hope devs would make weed killer grenades a dedicated thing by synthsizing weed sacs, instead of glitch. would be a fun thing for research to do.

Remote detonator grenades are awesome, but no one but research ever wants to use em. :(

Cryosuit is fricking awesome. sadly, no one wants to use it.

Cryoroom is awesome too, but engineering will likely be staffed by the most impotent of players, making anything is impossible,

lots of other notes, but eh.

What i want out of research:
Researcher should be an interesting time.
- Figuring out answers to what happened on the ground
- Ability to create interesting solutions to stuff.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


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Re: Researchers

Post by Bmc777 » 31 Jul 2017, 03:46

Research is being developed over long periods of time, simply because it's huge. As someone mentioned, there are new containment cells in Research that will be used more extensively with future Research gameplay. It will eventually gravitate towards researching Xenos in one way or another to unlock new items and/or enhance normal items that will aid Marines. I say eventually because it is not a priority system right now and is being worked on in between more important gameplay updates. I'm also not giving specifics because things are constantly changing and ideas right now may change down the line. There will be minor updates in the near future but, realistically, anything substantial is months out.

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Re: Researchers

Post by Stripetail » 31 Jul 2017, 04:53

To spice things up a bit for you Dolth, Big red has a circuit printer, a protolathe, Uranium, and many more goodies stashed around the map. :)
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Dolth
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Re: Researchers

Post by Dolth » 31 Jul 2017, 09:31

Bmc777 wrote:Research is being developed over long periods of time, simply because it's huge. As someone mentioned, there are new containment cells in Research that will be used more extensively with future Research gameplay. It will eventually gravitate towards researching Xenos in one way or another to unlock new items and/or enhance normal items that will aid Marines. I say eventually because it is not a priority system right now and is being worked on in between more important gameplay updates. I'm also not giving specifics because things are constantly changing and ideas right now may change down the line. There will be minor updates in the near future but, realistically, anything substantial is months out.

Thanks for the information. I was hopping for R&D but oh well.
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Mark Wilson
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Re: Researchers

Post by Mark Wilson » 04 Aug 2017, 02:15

You can still create grenades if you get an autoathe...they are pretty shitty though
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Re: Researchers

Post by Dolth » 04 Aug 2017, 02:22

Back in the time you had R&D and REALLY back in the time you even could make an Oydesseus out of an R&D, it -was- abused (even by myself, heh), but then if you look closely now, having a Odysseus with those healing chem we all, chemists, boast around with. That'd be great.

Same with just crafting a security computer then camera aboard Alamo, that was nice, that's not much OP, it's just fun and intresting for the sake of the game.
But yeah once more thanks devs for the answer :), people can lock that thread por favor its purposes is fullfilled.
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