[ALPHA] Science Changes

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Surrealistik
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[ALPHA] Science Changes

Post by Surrealistik » 13 Jul 2015, 12:18

CM Version (alpha or Regular):

Alpha

Summary (a quick, 2-3 sentence summary):

A series of changes to the Sci department.

Benefits (How this will benefit the server and game as a whole):

Prosthetics for Medbay so it can replace limbs. Allows Sci to actually make explosives for Marines. Facilitates research.

Details (Description of how you think this would work, the benefits, etc):

* Add an Autolathe to Sci so it can more easily produce grenades and other explosive devices for the marines, as well as research materials for the destructive analyzer.

* Add exosuit fabricator to Sci so it can manufacture robotic limbs, _or_ give the prosthetic manufacturer this capability so Medbay can issue replacement limbs; you can choose to disallow manufacturing combat mech parts/circuitboards.

Implementation (Optional, if you have an idea how to implement it):

Minor code/map changes.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

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Sargeantmuffinman
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Re: [ALPHA] Science Changes

Post by Sargeantmuffinman » 13 Jul 2015, 12:43

I think a.t.m science is quite useless but yeah we will get the prosthetic manufacturer.

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Surrealistik
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Re: [ALPHA] Science Changes

Post by Surrealistik » 13 Jul 2015, 12:45

Science can make some cool things via the protolathe/circuit printer post research, and of course the chem dispenser down there is always useful, but the lack of an autolathe hurts a lot since there's no easy way to manufacture detonators.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

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apophis775
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Re: [ALPHA] Science Changes

Post by apophis775 » 27 Aug 2015, 15:54

Denied.

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