[PAID CODE] Research Outpost

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Snerdly
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[PAID CODE] Research Outpost

Post by Snerdly » #180072

After hoping and praying for Bay's research post to be ported and unsuccessfully attempting to learn how to code byond, I have decided to turn to the best incentive I can provide. Any coder who ports Bay's Research Post as well as the related content will receive a copy of No Man's Sky and Civilization VI, or $120, whichever the coder would like more.

The research outpost is intended to add much more advanced content to the research team. I feel that by the time research is maxed, xenobiology is already up and running and everything else is already done as well. I propose the addition of a brand new, off-station research outpost, for anomalous material research and xenoarchaeology. A shuttle exclusive to scientists, robotocists, the two new jobs I propose to add (Anomalist and Xenobiologist), and the Research Director. Once they depart the station, they will arrive at the outpost, which I envision to be an exact (or extremely close copy of) Baystation's outpost. The outpost can be seen below.

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How it works:

A xenoarchaeologist is basically a scientific shaft miner. They will go digging through the asteriod (or lavaland, doesn't really matter, but a new, smaller asteroid would work better) for alien artifacts, which will then be analyzed by the anomalist team. These artifacts can range from large objects that take up an entire tile and must be pulled, samples of asteroid rock, or even ancient alien katanas or such. The anomalist will run a series of tests to determine the purpose of the artifact (if it is a large artifact that can't easily be moved) as well as some material tests to determine the chemical composition of the artifact.

A full roadmap for this project should be based off of Bay's wiki page, which can be found here: https://wiki.baystation12.net/Research_Outpost

The guide to the anomaly research aspect of the concept can be found here: https://wiki.baystation12.net/Guide_to_Anomalies

I look forward to seeing anyone step up and do what I really am too incompetent to do. Thank you for your time in reading my proposal, and I hope to see some of you on the outpost in the future!
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Steelpoint
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Re: [PAID CODE] Research Outpost

Post by Steelpoint » #180073

Its funny we were just discussing the addition of xenoarchology to a lavaland esque z-level in game. But we came to the conclusion it would be a massive amount of work.
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Snerdly
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Re: [PAID CODE] Research Outpost

Post by Snerdly » #180074

Which is why I offer a monetary incentive! :)
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Lumbermancer
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Re: [PAID CODE] Research Outpost

Post by Lumbermancer » #180076

Yeah, let's move even more people away from the station proper.
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
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Armhulen
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Re: [PAID CODE] Research Outpost

Post by Armhulen » #180080

It's not a bad idea... But it shouldn't be a new role. Have a scientist shuttle to lavaland outpost where they do whatever.
Reece
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Re: [PAID CODE] Research Outpost

Post by Reece » #180094

Maybe add a new tech class? Anomalous materials, xeno materials? Or something like that?
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Re: [PAID CODE] Research Outpost

Post by allura » #180099

Steelpoint wrote:Its funny we were just discussing the addition of xenoarchology to a lavaland esque z-level in game. But we came to the conclusion it would be a massive amount of work.
i disagree with needing our own xenoarch system. i originally gave sawu the idea of strange objects randomly spawning that could have their own secret powers to unlock, as a /tg/ version of xenoarch/artlab from bay and goon. i think that system should just be further fleshed out, possibly by removing the research function from the experimentor and splitting it into multiple machines for different, more involved functions.
EDIT: if anyone ports this, i wanna be the one to map the outpost
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Super Aggro Crag
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Re: [PAID CODE] Research Outpost

Post by Super Aggro Crag » #180141

whats the fukken point of fukken researching this fukken shit if the fukken round will end in 20 minutes cuz of fukken admins facerolling the fukken buttons
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TheWiznard
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Re: [PAID CODE] Research Outpost

Post by TheWiznard » #180147

would be cool to see
Spoiler:
basil exclusive??
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Ricotez
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Re: [PAID CODE] Research Outpost

Post by Ricotez » #180148

$120 for the amount of time a project like this would cost may actually be underpaid, but I have no idea how much time it would take. Really depends on how modular the code already is.
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.
I've come a long ways from asking how to switch hands.
Spoiler:
#coderbus wrote:<MrPerson> How many coders does it take to make a lightbulb? Three, one to make it, one to pull the pull request, and one to fix the bugs
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peoplearestrange wrote:Scared of shadows whispers in their final breath, "/tg/station... goes on the tabl..."
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Saegrimr wrote:One guy was running around popping hand tele portals down in the halls before OPs even showed up and got several stranded out on lavaland.
The HoP just toolboxes someone to death out of nowhere, then gets speared by a chemist who saw him murder a guy, then the chemist gets beaten to death because someone else saw him kill the HoP.
Tele-man somehow dies and gets its looted by an atmos tech who managed to use it to send two nuke ops to lavaland, who were then surrounded by several very angry people from earlier and some extra golems on top of it.
Captain dies, gets cloned/revived, lasers the guy holding the disk into crit to take it back.
Some idiot tries to welderbomb the AI hiding out at mining for no discernible reason.
Two permabans and a dayban, i'm expecting a snarky appeal from one of them soon. What the fuck.
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iamgoofball
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Re: [PAID CODE] Research Outpost

Post by iamgoofball » #180150

>>>$120

i'm hooked

one question tho:

does it HAVE to be xenoarch bay port

because I've been prototyping a Big Pharma(think factorio with drugs, processing ingredients and turning them into consumer meds) consumer meds research system for Engineering, Cargo, and Research to collab on

and it needs a big open space for building a factory in

this would work perfectly, giving R&D a place to research new ingredients, and for engineering/cargo a place to produce a factory/money/do autismbuild projects
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iamgoofball
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Re: [PAID CODE] Research Outpost

Post by iamgoofball » #180152

ps.

i feel this would be more fun because then we can just throw it either

1. on lavaland, and put ingredient spawns on lavaland for miners/R&D to find and bring back for analysing/synthesing
2. on one of the empty z-levels and throw a bunch of assteroid memes around there for the purposes of exploring for ingredients
Midaychi
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Re: [PAID CODE] Research Outpost

Post by Midaychi » #180155

could you jam pack it into the main station somehow?
Artifact magnet and pharmacy satellite.
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iamgoofball
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Re: [PAID CODE] Research Outpost

Post by iamgoofball » #180157

Midaychi wrote:could you jam pack it into the main station somehow?
Artifact magnet and pharmacy satellite.
better if it's off-Z, too many issues with space on station otherwise

remember that we have 7 maps
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oranges
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Re: [PAID CODE] Research Outpost

Post by oranges » #180163

The predominant theory of game design on ss13 atm is keeping the crew together as much as possible, with lavaland being the glaring exception, so I would expect this to meet a lot of resistance to being merged.
Gun Hog
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Re: [PAID CODE] Research Outpost

Post by Gun Hog » #180201

I would love to see something like this added. Lavaland is coolsauce!
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