Fostering a lacking departmental interaction
Posted: Tue Jan 22, 2019 10:58 pm
Gamers. This quest for departmental interaction has come up time and time again. The ones in charge would like to see this game on this server evolve into a nice touching story about co-workers getting along and agreeing. Yet that is rarely the case.
Now, to push forward the topic at hand. I shall break down the current departmental interactions.
Firstly, the classic struggle between Botany and Chemistry. They're always at each other throats. Chemistry has all the coins in this relationship, and Botany is like that stingy little brother who wants their turn on the video game console. How do we resolve this relationship? How do we make it better?
It doesn't need to be complex, actually.
We add a new feature to the bio-generator.
100 units of biomass can get turned into a cartridge of fuel, biomatter. It'd be quite similar to the RCD cartridges.
The chem dispenser would get a new flavor-text. Something like, "A tiny slot for a biomatter cartridge is on the back of this device."
Essentially, Chemistry and Botany would become more of a transaction and less of a robbery.
Botany would come to chemistry with these Bio-matter cartridges, which would give a nice temporary boost to the recharging speed of the chem dispenser.
It wouldn't be a chem dispenser boost to its battery, because the inducer already does that.
I think this idea would, in turn, foster more good interactions between Botany and Chemistry and leave less sour ones.
Because as chemistry mains know, saltpeter (saltpetre) is a real energy-drainer to make.
I think the Ore Silo pretty much solved the other struggles between departments, but Botany versus Chemistry is still a big issue.
So what do you think of this idea?
Now, to push forward the topic at hand. I shall break down the current departmental interactions.
Firstly, the classic struggle between Botany and Chemistry. They're always at each other throats. Chemistry has all the coins in this relationship, and Botany is like that stingy little brother who wants their turn on the video game console. How do we resolve this relationship? How do we make it better?
It doesn't need to be complex, actually.
We add a new feature to the bio-generator.
100 units of biomass can get turned into a cartridge of fuel, biomatter. It'd be quite similar to the RCD cartridges.
The chem dispenser would get a new flavor-text. Something like, "A tiny slot for a biomatter cartridge is on the back of this device."
Essentially, Chemistry and Botany would become more of a transaction and less of a robbery.
Botany would come to chemistry with these Bio-matter cartridges, which would give a nice temporary boost to the recharging speed of the chem dispenser.
It wouldn't be a chem dispenser boost to its battery, because the inducer already does that.
I think this idea would, in turn, foster more good interactions between Botany and Chemistry and leave less sour ones.
Because as chemistry mains know, saltpeter (saltpetre) is a real energy-drainer to make.
I think the Ore Silo pretty much solved the other struggles between departments, but Botany versus Chemistry is still a big issue.
So what do you think of this idea?