Get rid of the Science department.
- Nalzul
- Joined: Fri Aug 31, 2018 7:26 pm
- Byond Username: Blargety
Get rid of the Science department.
Ever since Sci lost the ability to print guns and circuits being removed the department has been faltering. All of the current roles of Sci could be integrated into both medical and engineering nearly seamlessly, aside from map changes.
Generic Scientist => Engineer, if you're not doing xeno, nanites, or toxins, you're pretty much waiting around the console and upgrading people. Thematically this should be more fitting for an engineer-- people who maintain machinery.
Research => Medical/Nobody. Oranges wants to get rid of a centralized tech web so this option could be disregarded or adding onto a new medical job, the Researcher.
Robotics => Engineering, engineering can pretty much do whatever robotics can, just without the ability to lock borgs. Once again this fits the engineering theme of construction than the science theme of pressing buttons.
Xenobio => Medical, xeno has to deal with lifeforms and should be relegated onto a medical position, namely the Researcher from above.
Toxins => Atmos is already toxins, just without roundstart TTVs
Nanites => The black sheep of science can, once again, be turned over to medical and under the Researcher again.
This is a half-serious half-jest suggestion, but science is a really bad department right now with only the budget making it worthwhile.
Generic Scientist => Engineer, if you're not doing xeno, nanites, or toxins, you're pretty much waiting around the console and upgrading people. Thematically this should be more fitting for an engineer-- people who maintain machinery.
Research => Medical/Nobody. Oranges wants to get rid of a centralized tech web so this option could be disregarded or adding onto a new medical job, the Researcher.
Robotics => Engineering, engineering can pretty much do whatever robotics can, just without the ability to lock borgs. Once again this fits the engineering theme of construction than the science theme of pressing buttons.
Xenobio => Medical, xeno has to deal with lifeforms and should be relegated onto a medical position, namely the Researcher from above.
Toxins => Atmos is already toxins, just without roundstart TTVs
Nanites => The black sheep of science can, once again, be turned over to medical and under the Researcher again.
This is a half-serious half-jest suggestion, but science is a really bad department right now with only the budget making it worthwhile.
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: Get rid of the Science department.
It is unfortunate that there is no real 'science' in the science department.
We get a glorified cow breeder, a bomb maker and a button pusher.
'
Nanites don't count as research since you're just waiting for the button pusher to push the buttons to make nanites then you get nanites. There's no research inherent to nanites because all you do is load the programs onto the machine and set parameters (optionally).
The actual RnD change of splitting the items to allow departments to print relevant items was the best RnD change in years, it significantly curtailed the RnD powercreep and instead spread it around the entire station in a fair manner, it also stopped the constant issue of Science outgunning Security, although RnD can now just buy a hundred shotguns and autorifles.
The RnD budget is a hilariously broken mechanic that needs to be reigned in, when the Research Director and Quartermaster are buying more guns and armour than the Armoury could ever hold, then something is wrong. Not to mention how the 'direct purchase' bypasses any lock mechanism so you don't need armoury access to open those gun crates. This has also given a rise to a new breed of Research Directors who act like its their god given right to overflow themselves with a hundred guns and then start shooting the HoS when they complain.
We get a glorified cow breeder, a bomb maker and a button pusher.
'
Nanites don't count as research since you're just waiting for the button pusher to push the buttons to make nanites then you get nanites. There's no research inherent to nanites because all you do is load the programs onto the machine and set parameters (optionally).
The actual RnD change of splitting the items to allow departments to print relevant items was the best RnD change in years, it significantly curtailed the RnD powercreep and instead spread it around the entire station in a fair manner, it also stopped the constant issue of Science outgunning Security, although RnD can now just buy a hundred shotguns and autorifles.
The RnD budget is a hilariously broken mechanic that needs to be reigned in, when the Research Director and Quartermaster are buying more guns and armour than the Armoury could ever hold, then something is wrong. Not to mention how the 'direct purchase' bypasses any lock mechanism so you don't need armoury access to open those gun crates. This has also given a rise to a new breed of Research Directors who act like its their god given right to overflow themselves with a hundred guns and then start shooting the HoS when they complain.
-
- Joined: Sun Nov 05, 2017 7:41 pm
- Byond Username: Astatineguy12
Re: Get rid of the Science department.
>complains about rnd being button pushingSteelpoint wrote:It is unfortunate that there is no real 'science' in the science department.
We get a glorified cow breeder, a bomb maker and a button pusher.
'
Nanites don't count as research since you're just waiting for the button pusher to push the buttons to make nanites then you get nanites. There's no research inherent to nanites because all you do is load the programs onto the machine and set parameters (optionally).
The actual RnD change of splitting the items to allow departments to print relevant items was the best RnD change in years, it significantly curtailed the RnD powercreep and instead spread it around the entire station in a fair manner, it also stopped the constant issue of Science outgunning Security, although RnD can now just buy a hundred shotguns and autorifles.
The RnD budget is a hilariously broken mechanic that needs to be reigned in, when the Research Director and Quartermaster are buying more guns and armour than the Armoury could ever hold, then something is wrong. Not to mention how the 'direct purchase' bypasses any lock mechanism so you don't need armoury access to open those gun crates. This has also given a rise to a new breed of Research Directors who act like its their god given right to overflow themselves with a hundred guns and then start shooting the HoS when they complain.
>says making it button pushing was a good thing
-
- Github User
- Joined: Fri Oct 14, 2016 4:55 pm
- Byond Username: Basilman
- Github Username: Militaires
Re: Get rid of the Science department.
i already proposed how to make a hands-on research system inspired by KSP but no one agreed to make it
-
- Joined: Mon Mar 20, 2017 8:11 pm
- Byond Username: Adamkad1
Re: Get rid of the Science department.
Yeah lets give medical everything, lets turn this into a fkin medical station! Dont you know toxins is lorewise the most relevant place
- Nalzul
- Joined: Fri Aug 31, 2018 7:26 pm
- Byond Username: Blargety
Re: Get rid of the Science department.
>lore on tg loladamkad1 wrote:Yeah lets give medical everything, lets turn this into a fkin medical station! Dont you know toxins is lorewise the most relevant place
Medical is another disaster of a department, but only because of how easy medical is on tg. Giving lifeform-related and research to medical would improve it from the bare-bones features it has. Giving toxins to atmos still retains the lore part, but actually gives atmos a reason to produce canisters full of trit.
Oh, and plasmaflooding is still broken as hell, don't give atmos the excuse of them being firefighters.
- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
-
- Joined: Sun Nov 05, 2017 7:41 pm
- Byond Username: Astatineguy12
Re: Get rid of the Science department.
>being able to make tritNalzul wrote:>lore on tg loladamkad1 wrote:Yeah lets give medical everything, lets turn this into a fkin medical station! Dont you know toxins is lorewise the most relevant place
Medical is another disaster of a department, but only because of how easy medical is on tg. Giving lifeform-related and research to medical would improve it from the bare-bones features it has. Giving toxins to atmos still retains the lore part, but actually gives atmos a reason to produce canisters full of trit.
Oh, and plasmaflooding is still broken as hell, don't give atmos the excuse of them being firefighters.
>not flooding the perfectly good trit along with plasma
>not flooding with superheated/pressurized gas
>not flooding with supercooled gas
>not flooding with supercooled water vapor aka freon 2.0
-
- Joined: Fri Dec 23, 2016 6:31 pm
- Byond Username: DrBee
Re: Get rid of the Science department.
There isnt enough water vapor on the station to make an effective flood and mass vapor production isnt fast enough to flood effectively.somerandomguy wrote:>being able to make tritNalzul wrote:>lore on tg loladamkad1 wrote:Yeah lets give medical everything, lets turn this into a fkin medical station! Dont you know toxins is lorewise the most relevant place
Medical is another disaster of a department, but only because of how easy medical is on tg. Giving lifeform-related and research to medical would improve it from the bare-bones features it has. Giving toxins to atmos still retains the lore part, but actually gives atmos a reason to produce canisters full of trit.
Oh, and plasmaflooding is still broken as hell, don't give atmos the excuse of them being firefighters.
>not flooding the perfectly good trit along with plasma
>not flooding with superheated/pressurized gas
>not flooding with supercooled gas
>not flooding with supercooled water vapor aka freon 2.0
Some traitor did TC trade for a water vapor gas miner from a newbie admin who didnt understand atmos once and flooded with it, killed the entire station. Havent seen it repeated legitimately.
-
- Joined: Sun Nov 05, 2017 7:41 pm
- Byond Username: Astatineguy12
Re: Get rid of the Science department.
you can order moreDr_bee wrote:There isnt enough water vapor on the station to make an effective flood and mass vapor production isnt fast enough to flood effectively.somerandomguy wrote:>being able to make tritNalzul wrote:>lore on tg loladamkad1 wrote:Yeah lets give medical everything, lets turn this into a fkin medical station! Dont you know toxins is lorewise the most relevant place
Medical is another disaster of a department, but only because of how easy medical is on tg. Giving lifeform-related and research to medical would improve it from the bare-bones features it has. Giving toxins to atmos still retains the lore part, but actually gives atmos a reason to produce canisters full of trit.
Oh, and plasmaflooding is still broken as hell, don't give atmos the excuse of them being firefighters.
>not flooding the perfectly good trit along with plasma
>not flooding with superheated/pressurized gas
>not flooding with supercooled gas
>not flooding with supercooled water vapor aka freon 2.0
Some traitor did TC trade for a water vapor gas miner from a newbie admin who didnt understand atmos once and flooded with it, killed the entire station. Havent seen it repeated legitimately.
-
- Joined: Fri Dec 23, 2016 6:31 pm
- Byond Username: DrBee
Re: Get rid of the Science department.
You overestimate the amount of vapor you get in a canister or underestimate the amount of vapor needed to run a good supercooled frozen hell mix.somerandomguy wrote:you can order moreDr_bee wrote:There isnt enough water vapor on the station to make an effective flood and mass vapor production isnt fast enough to flood effectively.somerandomguy wrote:>being able to make tritNalzul wrote:>lore on tg loladamkad1 wrote:Yeah lets give medical everything, lets turn this into a fkin medical station! Dont you know toxins is lorewise the most relevant place
Medical is another disaster of a department, but only because of how easy medical is on tg. Giving lifeform-related and research to medical would improve it from the bare-bones features it has. Giving toxins to atmos still retains the lore part, but actually gives atmos a reason to produce canisters full of trit.
Oh, and plasmaflooding is still broken as hell, don't give atmos the excuse of them being firefighters.
>not flooding the perfectly good trit along with plasma
>not flooding with superheated/pressurized gas
>not flooding with supercooled gas
>not flooding with supercooled water vapor aka freon 2.0
Some traitor did TC trade for a water vapor gas miner from a newbie admin who didnt understand atmos once and flooded with it, killed the entire station. Havent seen it repeated legitimately.
- Drynwyn
- Joined: Fri Apr 18, 2014 5:09 pm
- Byond Username: Drynwyn
Re: Get rid of the Science department.
Yeah- you can get a decent flood going with just one or two plasma canisters, but because gas volume decreases alongside temperature, you need WAY more moles of whatever you use in a frozen deathmix then a fiery deathmix.Dr_bee wrote:You overestimate the amount of vapor you get in a canister or underestimate the amount of vapor needed to run a good supercooled frozen hell mix.somerandomguy wrote:you can order moreDr_bee wrote:There isnt enough water vapor on the station to make an effective flood and mass vapor production isnt fast enough to flood effectively.somerandomguy wrote:>being able to make tritNalzul wrote:>lore on tg loladamkad1 wrote:Yeah lets give medical everything, lets turn this into a fkin medical station! Dont you know toxins is lorewise the most relevant place
Medical is another disaster of a department, but only because of how easy medical is on tg. Giving lifeform-related and research to medical would improve it from the bare-bones features it has. Giving toxins to atmos still retains the lore part, but actually gives atmos a reason to produce canisters full of trit.
Oh, and plasmaflooding is still broken as hell, don't give atmos the excuse of them being firefighters.
>not flooding the perfectly good trit along with plasma
>not flooding with superheated/pressurized gas
>not flooding with supercooled gas
>not flooding with supercooled water vapor aka freon 2.0
Some traitor did TC trade for a water vapor gas miner from a newbie admin who didnt understand atmos once and flooded with it, killed the entire station. Havent seen it repeated legitimately.
In game, I play the A.I Firmware, the French cyborg C.U.R.I.E, Aubrie Allen, and the lizard scum Skulks-Through-Maintenance.
Who is online
Users browsing this forum: Bing [Bot]