Snowflake items in R&D
- Helios
- Joined: Mon May 05, 2014 5:07 pm
- Byond Username: Shodansbreak
Snowflake items in R&D
I've been playing a lot of the original X-com recently and its got me thinking. What if there was a special tech requirement for items. It would require the destruction of specific items to make special items. This would do well for items that don't really fit in. disassembling abductors equipment could unlock a baton that has infinite charge and can make cuffs. Breaking apart xenos could unlock new synthetic alien implants. Breaking apart a soulstone gives the ability to make posibrain drones not limited by drone laws. A lot of items when taken from antagonists don't do anything, and end up sitting in the armory
Being able to disassemble it for New perks could be fun.
Being able to disassemble it for New perks could be fun.
- MisterPerson
- Board Moderator
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- Byond Username: MisterPerson
Re: Snowflake items in R&D
That was the idea behind R&D actually.
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Feedback is dumb and it doesn't matter
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Snowflake items in R&D
Sounds neat, but R&D in general needs an overhaul. All the various levels are inconsistant as fuck, experimentor makes everything comically easy to get etc etc.
I'd like to see the origin tech and req tech of everything looked at, such that (for example):
I'd like to see the origin tech and req tech of everything looked at, such that (for example):
- tech levels up 5 are readily reachable (deconning circuit boards, other crap in R&D, little to no minerals needed)
- 6 & 7 requires some help form other departments (minerals, combat shotguns, certain slime cores, etc)
- 8 & 9 are high end, difficult to get shit, that can't always be reachable every round (certain away mission loot, xeno organs, anomaly cores, aylium weapons, pulse rifles, etc)
- 10 being badmin tier shit (pulse destroyers etc)
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- Joined: Fri Mar 13, 2015 10:26 pm
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Re: Snowflake items in R&D
Redoing RD would
A) Be a massive project
B) Upset everyone
A) Be a massive project
B) Upset everyone
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Snowflake items in R&D
It would be a fuckhuge amount of effort, for sure, but lets face it.
R&D is a horrible, over powered mess right now thanks to what's been an endless stream of buffs. It wasn't that long ago that most machines weren't upgradeable, we didnt have OP tier 4 upgrades, portal guns, anti-stun/nodrops/thermal/x-ray/reviver/hunger-canceller implants, and all the other shit.
The only change to R&D that has been in the right direction for a LONG time, was making phazons require an anomaly core to construct, which reined in phazons every round.
R&D is a horrible, over powered mess right now thanks to what's been an endless stream of buffs. It wasn't that long ago that most machines weren't upgradeable, we didnt have OP tier 4 upgrades, portal guns, anti-stun/nodrops/thermal/x-ray/reviver/hunger-canceller implants, and all the other shit.
The only change to R&D that has been in the right direction for a LONG time, was making phazons require an anomaly core to construct, which reined in phazons every round.
Last edited by lumipharon on Mon Feb 01, 2016 10:35 pm, edited 1 time in total.
- Helios
- Joined: Mon May 05, 2014 5:07 pm
- Byond Username: Shodansbreak
Re: Snowflake items in R&D
This is starting to remind me of discussions people had about Cult, and how that rework worked.
I don't think a total overhaul would be a good idea, just gating some stuff behind this would be better I think.
Like requiring a deconstructed bluespace crystal for Bag of Holding, stuff like that.
I don't think a total overhaul would be a good idea, just gating some stuff behind this would be better I think.
Like requiring a deconstructed bluespace crystal for Bag of Holding, stuff like that.
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
Re: Snowflake items in R&D
>Implying that's even remotely difficultHelios wrote:This is starting to remind me of discussions people had about Cult, and how that rework worked.
I don't think a total overhaul would be a good idea, just gating some stuff behind this would be better I think.
Like requiring a deconstructed bluespace crystal for Bag of Holding, stuff like that.
W E W L A D
E
W
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A
D
It'd be better gated by requiring science to actually cooperate with other departments for once, like getting botany to make them bluespace tomatoes.
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- TGMC Administrator
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- Byond Username: Lumipharon
Re: Snowflake items in R&D
That's the thing, it's not even an overhaul, it's as simple (and tedious) as changing origin and req tech levels of items.Helios wrote:This is starting to remind me of discussions people had about Cult, and how that rework worked.
I don't think a total overhaul would be a good idea, just gating some stuff behind this would be better I think.
Like requiring a deconstructed bluespace crystal for Bag of Holding, stuff like that.
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- Joined: Fri Mar 20, 2015 5:07 pm
- Byond Username: TheNightingale
Re: Snowflake items in R&D
So I asked Cadence, and she sent back a list of Level 6 tech you can get without much effort at the moment, and how it could be improved.
Spoiler:
Last edited by TheNightingale on Tue Feb 02, 2016 12:41 pm, edited 1 time in total.
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
Re: Snowflake items in R&D
You can get Mat 6 with Super matter bins with already decent levels and an advanced scanning module. Hell I can reach all that without any help, including robotics if I build my own exo fab.
Edit: hang on, lemme just try to recall my R&d guide
This get's you to most of blue-space tech without *any* reliance on outside assistance as a scientist (not including the RD's extra access). Not listed is upgrades but you don't need me to tell you to upgrade stuff.
The only thing I do as non-standard is upgrade the circuit imprinter with a nano-manip after printing off the sleeper board so I can print off the portable chem board - meaning I never need to bother chem for acid.
Edit: hang on, lemme just try to recall my R&d guide
Spoiler:
The only thing I do as non-standard is upgrade the circuit imprinter with a nano-manip after printing off the sleeper board so I can print off the portable chem board - meaning I never need to bother chem for acid.
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- Joined: Fri Mar 20, 2015 5:07 pm
- Byond Username: TheNightingale
Re: Snowflake items in R&D
Not bad. It uses the practice laser gun, though, which can't be replaced. Also, doing two boards before the portable chem dispenser means you have to upgrade the CI to print the latter off (rather than only having to upgrade once after you hit T3); you never need to bother chem, sure, but if you cut out the relay board (which gives you 3 Engi, 3 Bluespace, 3 Data) and use a pAI card (Data 3) and welding gas mask (Engi 3) instead, you don't have to upgrade the circuit imprinter until afterwards. (You can get Bluespace 3 later on, since it doesn't actually give you anything until you get minerals.)
Using a capacitor and then a high-cap cell is more efficient than using two cells (leaving a high-cap cell lying around just in case power goes out/something explodes), and for the practice laser gun, get your EM 3 from a flash instead (same place as the health analyzer; Tech Storage, Robotics or the Testing Lab), then decon another Durand board later on. If you're only using the PACMAN board for Power 4 (the portable chem dispenser board gives the rest), do an advanced capacitor instead to save glass in the CI. You can cut down on syringe guns too by deconstructing an advanced scanning module instead (giving EM 4); the portable chem dispenser gives Bio 4 anyway, so you only need one to go to EM/Bio 5. The power turbine board hits Engi 6, but the telepad hub board does that too later on.
(This thread is now "R&D nerds shill their optimal strategies".)
Using a capacitor and then a high-cap cell is more efficient than using two cells (leaving a high-cap cell lying around just in case power goes out/something explodes), and for the practice laser gun, get your EM 3 from a flash instead (same place as the health analyzer; Tech Storage, Robotics or the Testing Lab), then decon another Durand board later on. If you're only using the PACMAN board for Power 4 (the portable chem dispenser board gives the rest), do an advanced capacitor instead to save glass in the CI. You can cut down on syringe guns too by deconstructing an advanced scanning module instead (giving EM 4); the portable chem dispenser gives Bio 4 anyway, so you only need one to go to EM/Bio 5. The power turbine board hits Engi 6, but the telepad hub board does that too later on.
(This thread is now "R&D nerds shill their optimal strategies".)
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
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Re: Snowflake items in R&D
i've memorized all the levels long, long ago :^)
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Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
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- Ricotez
- Joined: Thu Apr 17, 2014 9:21 pm
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Re: Snowflake items in R&D
I really wish that the research levels were tied to the different subdepartments of Science, so that if you want the more advanced techs you'll have to perform research in multiple labs by yourself, or coordinate and work together with your fellow scientists.
MimicFaux wrote:I remember my first time, full of wonderment and excitement playing this game I had heard so many stories about.
on the arrival shuttle, I saw the iconic toolbox on the ground. I clubbed myself in the head with it trying to figure out the controls.
Setting the tool box, now bloodied, back on the table; I went to heal myself with a medkit. I clubbed myself in the head with that too.
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Spoiler:
- Cobby
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Re: Snowflake items in R&D
If you can print a sleeper board, decon that, then decon a welding mask implant, you get material 5 and bio 4, the first giving you the ability to produce picos and SMBins.Anonmare wrote:You can get Mat 6 with Super matter bins with already decent levels and an advanced scanning module. Hell I can reach all that without any help, including robotics if I build my own exo fab.
Edit: hang on, lemme just try to recall my R&d guide
This get's you to most of blue-space tech without *any* reliance on outside assistance as a scientist (not including the RD's extra access). Not listed is upgrades but you don't need me to tell you to upgrade stuff.Spoiler:
The only thing I do as non-standard is upgrade the circuit imprinter with a nano-manip after printing off the sleeper board so I can print off the portable chem board - meaning I never need to bother chem for acid.
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- Joined: Thu Feb 05, 2015 8:51 am
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Re: Snowflake items in R&D
We need more of this! Instead of gating powerful items behind mere research levels and a pitiful amount of ressources, have them actually consume something rare.Helios wrote: Like requiring a deconstructed bluespace crystal for Bag of Holding, stuff like that.
Science only really has one subdepartment: xenobio. Toxins can't do anything than mix gases. Genetics has nothing to do with how science works, currently.Ricotez wrote: I really wish that the research levels were tied to the different subdepartments of Science, so that if you want the more advanced techs you'll have to perform research in multiple labs by yourself, or coordinate and work together with your fellow scientists.
Oh there is the experimentor... that does what exactly again?
As it is, sentience potions give you bio 6 (tasty implants) - that's pretty much it.
How about needing bluespace slime cores for BS 6+ research levels?
Adamantine cores for materials 7+? Black ones for bio 6+.
Remove the formula of new tech level = item tech level - 1, so that you can't just shove one ada core into the DA for immediate materials 7.
Spread out the late-game RnD items over more, higher research levels, so that BoHs, xray implants and the like need some actual 'science' work.
I'd rather find a good way of making powerful items more difficult to obtain, instead of making research too atrocious so that it gives you diabetes ass cancer hemorrhoids for trying to do the station a favour by going for better upgrade parts.
- Takeguru
- Joined: Wed May 07, 2014 5:20 pm
- Byond Username: TakeGuru
Re: Snowflake items in R&D
Experimentor is how you get higher tech levels than normal
It's just liable to melt your face at the same time.
It's just liable to melt your face at the same time.
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- Joined: Thu Feb 05, 2015 8:51 am
- Byond Username: Actionb
Re: Snowflake items in R&D
Its function for getting higher tech levels boils down to smashing buttons at random as quickly as the machine permits to get the desired result.Takeguru wrote:Experimentor is how you get higher tech levels than normal
It's just liable to melt your face at the same time.
For something with the word experiment in its name, when there's no real experimenting involved, is just sad.
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- Joined: Fri Mar 20, 2015 5:07 pm
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Re: Snowflake items in R&D
I've never had any luck with the Experimentor. It's the Irradiate function that allegedly increases tech levels, but I've put mech syringe guns in there and pressed it some 100 times with either no result, or a cat.
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- Joined: Thu Feb 05, 2015 8:51 am
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Re: Snowflake items in R&D
The event required for increased tech levels is a global event, meaning it's not linked to any of the experiment methods, but just pure luck.TheNightingale wrote:I've never had any luck with the Experimentor. It's the Irradiate function that allegedly increases tech levels, but I've put mech syringe guns in there and pressed it some 100 times with either no result, or a cat.
The more upgrades the experimentor has, the more events are unlocked... but you don't want that, so just upgrade the manipulators; these shorten the reset timer.
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