RESEARCH OVERHAUL

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Togopal
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RESEARCH OVERHAUL

Post by Togopal » 27 Jan 2017, 15:38

Summary (a quick, 2-3 sentence summary):
Completely modifies research so that it is unique and fitting to Colonial Marines, through different ways. Separates research into their own sections which are time-based, and allows research to be beneficial once more. Removes needless materials and deconstruction based research.

Benefits (How this will benefit the server and game as a whole):
Gives researcher a purpose other than a doctor with the ability to produce grenades and those two basic laser scalpels. Allows marines to get an advantage late-game.

Details (Description of how you think this would work, the benefits, etc):
Firstly, the old baystation machines in Research will be removed. They were useless for CM. Remove a single researcher slot, making there only be one researcher that is crucial for development of new technology. Make a single, catch-all research machine that holds several different topics for researching:
  • Armory
    - Weapons
    - Armor
    - Ammunition
    - Explosives
  • Tools
    - Medical
    - Engineering
    - Research
  • Machinery
    - Cryogenics upgrades
    - Autolathe
    - Robotics fabrication (for medibots, cleanbots, and the eventual android upgrades)
  • Biological *LOCKED UNTIL EVERY PART OF A DISSECTED XENOMORPH IS INSERTED*
    - Foreign Technology (this would be for everything that xeno-production machine had to offer, and then some)
Basically, the idea is that every one of those sub-topics has research available to improve upon things, and instead of deconstruction, said research would be time-based (starts out low, as more higher research options are available, the time increases through admin discretion) rather than deconstruction based like traditional baystation methods. You can either progressively advance in one research field with dedication, or research through all of the topics. The machine would research automatically, but if the Researcher stands by it with the menu open and a researching tool in hand (researched via Tools->Research), the speed of researching would increase through manual labor. The upgrades would be applied through two other machines: one for improving what already exists (Weapons, armor, et cetera) and one for production of newly researched items.

I will further elaborate on all of this, but first, I would like to see what everyone thinks of the idea of this. I know this might be controversial, so I would like opinions on this new way of research.
Implementation (Optional, if you have an idea how to implement it):
Coder's nightmare. I am not quite sure how it would be implemented, but I know a lot of coding would be involved.

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Vwilson
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Re: RESEARCH OVERHAUL

Post by Vwilson » 27 Jan 2017, 15:38

THATS BEATIFUL +1

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Tristan63
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Re: RESEARCH OVERHAUL

Post by Tristan63 » 27 Jan 2017, 15:40

So there would the researchers know of xenomorphs??
Also do I need to get some research points and wait 35 turns to unlock M41A/M printing?

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Bibiex
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Re: RESEARCH OVERHAUL

Post by Bibiex » 27 Jan 2017, 15:40

Lets Make Research Great Again!

+1
The funniest thing about this particular text is that by the time you realise it doesn't say anything it's too late to stop reading it

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Togopal
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Re: RESEARCH OVERHAUL

Post by Togopal » 27 Jan 2017, 15:42

Tristan63 wrote:So there would the researchers know of xenomorphs??
Also do I need to get some research points and wait 35 turns to unlock M41A/M printing?
Hahaha I'm glad you've spotted the XCOM reference. I think what could work IC-wise is that marines know that alien lifeforms ARE out there due to other planets and all, it's just not of the xeno menace. The research options are open due to what information is gained from the machine.

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Vwilson
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Re: RESEARCH OVERHAUL

Post by Vwilson » 27 Jan 2017, 15:51

This guy will make the research great again!

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Sarah_U.
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Re: RESEARCH OVERHAUL

Post by Sarah_U. » 27 Jan 2017, 16:12

I'm okay with the idea, sitting at neutral though. Leaned for a +1.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Jalleo
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Re: RESEARCH OVERHAUL

Post by Jalleo » 28 Jan 2017, 12:27

This would be like the older goon research that used to be around where you would designate certain things to be researched with time until that thing is done. It was a pain when you wanted to get to something specific but it worked at limiting things to be at certain times during the round when it gets unlocked.

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Surrealistik
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Re: RESEARCH OVERHAUL

Post by Surrealistik » 28 Jan 2017, 13:00

If the chem dispenser stays +1; it's invaluable. Otherwise -1.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

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Togopal
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Re: RESEARCH OVERHAUL

Post by Togopal » 28 Jan 2017, 15:55

Surrealistik wrote:If the chem dispenser stays +1; it's invaluable. Otherwise -1.

I don't see why the chem dispenser would go

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Snypehunter007
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Re: RESEARCH OVERHAUL

Post by Snypehunter007 » 24 Apr 2017, 15:01

We are currently rethinking research. This is going to be locked for now.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017

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