Page 1 of 1

Modular Engine optionally involving other departments.

Posted: Thu Jan 08, 2015 1:29 pm
by lolnon
The singularity engine is pretty much "set up and forget" and only really checked when tator tots pay a visit. This means that engineers have little to do besides wait for things to explode or start a project. New engineers may also take this time to learn engineering better.

I suggest a more complicated engine that involves optional maintenance, upgrades, monitoring, and output useful for other departments (besides energy). Optional because I think there should be a basic power output after initial setup requiring little to no maintenance. If this is idea well received, I plan to code it myself.

The drive behind the idea is to give engineers something to do that involves using resources from other departments as well as returning unique resources back to those departments. The engine would have comprise groups of machines each requiring different resources to run. I envision it as a network of machines which output items for other machines either directly or by requiring an engineer to transfer it manually. Some of these can be dangerous and require special handling. This will create a branching chain of processes culminating in generated power and byproducts other departments will want. For instance a sludge that chemistry can refine into useful chemicals, or items with research value. These chains can in part be passive and others require occasional or constant attention. The more work is put in, the more power and useful byproducts are generated.

As RnD upgrades the machines, new options become available, such as upgrading a particle accelerator to generate different beams, unlocking a new intermediate stage, byproducts, more and different ways of getting to generated power. The same with new minerals and chemicals.

Certain modules or byproducts will bring new dangers, so you might hear over comms, "Chief, the plasma containment field is losing integrity! We need more coolant in the graviton generator or it's gonna fail!".

As outputted power overtakes the station's requirements, "Energy banks" or some such item can be created and sent off to cargo for points.

It'll create more important relationships between engineering and other departments, give engineers a useful activity that is always available, modules with group activities for engineers, and feature hard science fiction (hopefully) which is super duper cool.

I'm at work. Please excuse the quality of my writing.

Re: Modular Engine optionally involving other departments.

Posted: Thu Jan 08, 2015 6:41 pm
by lolnon
I've gotten some feedback and realise the idea is barely developed and will post an update once I've developed the idea into something more concrete.

Re: Modular Engine optionally involving other departments.

Posted: Thu Jan 08, 2015 7:13 pm
by cedarbridge
The other thing you have to consider is what happens when 1) the parts never show up (happens in the case of xray lasers all the time where science has to bed plead and scream to get a combat shotgun and uranium to make the lasers and it still never shows up most of the time) 2) where is power to the station going to come from in the mean time. The SMES power pre-storage is fairly limited before the singulo is set currently which means if engineering fucks around (or never shows up at shift start) there's a chance that it won't be set up without the pacman to power the machinery and emitters. Sure, its fire and forget, but it has do be done in a fairly critical window at shift start.

Re: Modular Engine optionally involving other departments.

Posted: Sun Jan 11, 2015 6:30 pm
by CocaneStyle
A nuclear reactor was suggested a long time ago and even worked on, no idea what happened to the project.

Re: Modular Engine optionally involving other departments.

Posted: Mon Jan 12, 2015 6:35 am
by MisterPerson
The reason engineering isn't fun isn't because of the engine, it's because of power distribution.

Re: Modular Engine optionally involving other departments.

Posted: Mon Jan 12, 2015 8:44 am
by dezzmont
The engine is arguably the best part of engineering. It is an interesting pseudo-rote action in setting it up that validates you existing. The problem is, unlike medical, the scenarios where engineering is otherwise useful are not common. Even minor damage caused to the station, like damaged floor tiles or walls getting burnt plates, from combat would make it so they would have something more to do.

Another option would be having more minor objects to set up, for example having non-vital vending machines only partially built, or making it so more departments have room for growth.

Re: Modular Engine optionally involving other departments.

Posted: Thu Jan 22, 2015 12:00 am
by Drynwyn
Yeah- right now, the issue with engineering is that 90% of things worth fixing are worth calling the shuttle over.

Re: Modular Engine optionally involving other departments.

Posted: Thu Jan 22, 2015 7:09 am
by callanrockslol
Drynwyn wrote:Yeah- right now, the issue with engineering is that 90% of things worth fixing are worth calling the shuttle over.
No, its because people are lazy pricks and won't fix anything, even fairly minor things.

If the singularity fucks off and doesn't wreck everyone a new one can be built in 10 minutes, bit more if you need a new PA

Re: Modular Engine optionally involving other departments.

Posted: Thu Jan 22, 2015 7:48 am
by lumipharon
>implying the singulo ever fucks off after the buffs

Seriously, only three times since the drift and maximum rape changes were put in, have I seen the singulo drift off the station z-level. If it stays on the z-level, drift means it will always come back and rape the station, even if it takes a bit.
Also two out of those three times, it came back onto the z-level froma different side and ate the station anyway.

Loose singulo is very much a catastrophic round ender these days, which is why the supermatter engine should be considered as a genuine alternative round start power source.
The supermatter (in the hands of someone with the CE suit) can be used as a pretty lethal fucking weapon dragging around the halls, but it will explode sooner or later. And when it does explode, intentional or not, it just makes a bomb cap explosion, and people bitch about radiation/hallucinations for a bit, instead of the station getting eaten, and everyone bitching in dead chat about inept engineers.

Re: Modular Engine optionally involving other departments.

Posted: Thu Jan 22, 2015 7:50 am
by callanrockslol
Oh god no not supermatter

Re: Modular Engine optionally involving other departments.

Posted: Thu Jan 22, 2015 4:16 pm
by Not-Dorsidarf
I vote the 3*3 singuloth array as our new power supply. It starts with the middle one prepared, and you have to build more and more because the station's power requirements slowly increase and then when you reach 3*3 the shuttle is autocalled and they're all set loose.

Still a better engine than supermatter.

Re: Modular Engine optionally involving other departments.

Posted: Thu Jan 22, 2015 7:23 pm
by allura
it's engine-ering. not every-fucking-department-ering. engineers do the engine, if you want to help get a job change to engineer.

Re: Modular Engine optionally involving other departments.

Posted: Thu Jan 22, 2015 7:29 pm
by Phalanx300
allura wrote:it's engine-ering. not every-fucking-department-ering. engineers do the engine, if you want to help get a job change to engineer.
If only the same would apply to Virology. (Like Bayviro)

Re: Modular Engine optionally involving other departments.

Posted: Fri Jan 23, 2015 1:07 am
by Remie Richards
I have coded exercise bikes that produce 1/4 of the power of a porta gen (can adjust the numbers later) and lower the nutrition of the rider as long as they keep moving in the direction the bike faces.
My intention is for these to be placed in perma or somewhere to allow the prisoners to do something productive to society.
they can also be used to burn off that fat too.

is this wanted?