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Fostering a lacking departmental interaction

Posted: Tue Jan 22, 2019 10:58 pm
by Shadowflame909
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?

Re: Fostering a lacking departmental interaction

Posted: Tue Jan 22, 2019 11:09 pm
by Tlaltecuhtli
well why not resolve it like the other departmental interactions by removing them lol

Re: Fostering a lacking departmental interaction

Posted: Tue Jan 22, 2019 11:14 pm
by Shadowflame909
struggles lead to conflict

conflict leads to escalation

escalation does not fit into the themes of a high rp buddy buddy co-worker sitcom

If you want higher RP. Reasons for combat has got to go, outside of antagworthy situations

Re: Fostering a lacking departmental interaction

Posted: Tue Jan 22, 2019 11:17 pm
by wesoda25
This could also backfire into botany stealing more chem dispensers because now they can make unlimited fuel for it.

But overall I’d say its a pretty good idea.

Re: Fostering a lacking departmental interaction

Posted: Tue Jan 22, 2019 11:20 pm
by Lumbermancer
I don't think I get it. You want to foster departmental interaction, but at the same time praise ore silo which removed the interaction? How is removing interaction helping?

Re: Fostering a lacking departmental interaction

Posted: Tue Jan 22, 2019 11:25 pm
by Shadowflame909
>Praise it.

Nope

I just stated it because it removed the other departmental conflict, just as a sort of alternative option. If you will.

Either way, it'll still bring the goal of a nicer-player base.

If there's no conflict, no negative interactions. But the removal method doesn't add any positive ones either.

Re: Fostering a lacking departmental interaction

Posted: Tue Jan 22, 2019 11:36 pm
by 4dplanner
Botanists trade exactly once, then make blumpkins

Re: Fostering a lacking departmental interaction

Posted: Tue Jan 22, 2019 11:57 pm
by Shadowflame909
rem0be blumpkins

Edit: I just searched up Blumpkins to see if it was a real thing, and I found myself with new gross and nsfw information. Thanks wikipedia lmao

Re: Fostering a lacking departmental interaction

Posted: Wed Jan 23, 2019 3:08 am
by oranges
Lumbermancer wrote:I don't think I get it. You want to foster departmental interaction, but at the same time praise ore silo which removed the interaction? How is removing interaction helping?
That was done for a different greater goal though, it had nothing to do with departmental interaction and everything to do with making the protolathe and techwebs a common unifying platform across all departments for which to introduce new department gear, circuits,machines etc.

Re: Fostering a lacking departmental interaction

Posted: Wed Jan 23, 2019 1:12 pm
by Lumbermancer
I never said that was the goal, but that's what happened. Automation and streamlining is helping the individual parts, but hurting the multiplayer experience.

Re: Fostering a lacking departmental interaction

Posted: Wed Jan 23, 2019 6:17 pm
by Zarniwoop
Used to interact with other departments prior to techwebs. Now I have no reason to. Also botanists won't need to do jack shit for chem with this but I can't explain why for fear of it being removed.

Re: Fostering a lacking departmental interaction

Posted: Fri Jan 25, 2019 3:41 am
by datorangebottle
Shadowflame909 wrote: So what do you think of this idea?
I like it. I like it a lot. Encourages botanists to actually use the biogenerator, which is a very cool concept. Encourages trade instead of theft.

I'd like to tack on that Science needs its DA points back, so it has to run about to other departments, interact with them, and destroy things to get work done.