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.