Chemical Dispensers

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AntonioGuess
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Chemical Dispensers

Post by AntonioGuess » 13 Jun 2016, 20:31

Summary (a quick, 2-3 sentence summary):
Well, in essence you should remove the current block on upgrading or building more chemical dispensers, it would enable medical to produce more life-saving medicine. For example, if a researcher wants to currently produce grenades, he can make maybe six, before his chemical dispenser needs to recharge, and even with max research, he cannot build another, or upgrade his current dispenser. Another reason to do this, is that at current, Marines are losing nearly every engagement, and the addition of this would enable more marines to survive combat, and for more marines to have the weapons needed to effectively fight back.

Benefits (How this will benefit the server and game as a whole):
I explained the benefits in the summary, however I'll go back into it, the Marines lose every engagement, and more medical, more advanced medicine will enable the marines to more effectively and more fairly fight the aliens. Also, it will enable the marines to finally get into grenade production, reducing the need to buy explosives with supply points.

Details (Description of how you think this would work, the benefits, etc):
You'd just need to remove the current code block preventing the construction of more, or just enable them to be upgraded to a lot better, faster charging dispensers.

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

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Surrealistik
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Re: Chemical Dispensers

Post by Surrealistik » 13 Jun 2016, 20:35

To conserve on charge, use the taps and water tank.

That said the Lab should have a sink.

Also, I agree, but all machinery should be upgradable in general; give the MTs/CE something useful to do rather than build another distracting bar.
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SlayerDusty
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Re: Chemical Dispensers

Post by SlayerDusty » 13 Jun 2016, 20:35

Upgrading the dispensers seem's like the best way to do it, your not really meant to have every drug ever lying around

AntonioGuess
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Re: Chemical Dispensers

Post by AntonioGuess » 14 Jun 2016, 09:16

Not lying around, of course as always the doctors would have to produce the drugs, but giving them the flexibility to be able to produce more seems like a way to help the current issue of marines consistently losing.

AntonioGuess
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Re: Chemical Dispensers

Post by AntonioGuess » 14 Jun 2016, 09:32

This is not an issue of medicine just lying around, but rather giving the marines a chance of being able to utilize chemistry in a more influential way. By giving them the means of being able to improve upon it, not just giving it to them, you'll enable the marines to have a fighting chance against the alien abilities.

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KingKire
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Re: Chemical Dispensers

Post by KingKire » 15 Jun 2016, 00:28

+1 I see no problems with giving the chemist the chance to upgrade there systems and the doctors systems if they see fit to use their time that way. I would love it if the research list was expanded to research more items such as the chem dispenser as well. The engineer in me would also love to build a chem dispenser for doctors or researchers to use in the FOB, but i would understand how that might be a little overpowering. But i do feel that either way, research should be able to upgrade their machines on the SULACO.
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TeDGamer
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Re: Chemical Dispensers

Post by TeDGamer » 19 Jun 2016, 16:04

+1 not just upgrading chem dispensers but every other machine as well. Sleepers and cryo tubes as well as cloning (if this is still going to be here.)

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forwardslashN
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Re: Chemical Dispensers

Post by forwardslashN » 20 Jun 2016, 14:14

Chemical dispensers are rare for a reason, not to mention they replenish their resources. Maybe when apop gets his map in, we will have more. Denied for now.
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