Experiments fall onto five categories:
- Craft a random assortment of chairs toilets and tables
- The "Not worth the effort"s (meat wall, growing a plant)
- The Toxins One you have to beg that one guy that gets toxins to do
- The "You wont upgrade the fucking station by yourself so we made this experiment just to get you to do it" ones
- Make a ripley, destroy a ripley, make a ripley, destroy a ripley
None of these, absolutley none, are fun. None of them are really engaging, and none of them actually follow Experi-Sci's original goal of
I'm not encouraged to interact with the rest of the crew with these, at max all I get to do is go "hey i need to upgrade the thing" to which the response is "*nod". I'm not encouraged to interact with all facets of the station, like, at all, unless "all facets" are upgrading, breaking mechs, growing plants, and crafting random shit."having experiments that are designed to be elements to encourage players to interact with all facets of the station and game, which we hope will reducre burnout and increase cooperation with the crew"
Science is, in general, millenia behind every single other department, and a rework of it is something that has been talked about before but in the meantime experi-sci is the perfect tool to bring some ounce of fun into the currently existing mess and it just. doesn't.
Here's the original hackmd page for Experi-Sci, though it sure feels outdated in some bits