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[PAID CODE] Research Outpost

Posted: Wed May 25, 2016 3:37 pm
by Snerdly
After hoping and praying for Bay's research post to be ported and unsuccessfully attempting to learn how to code byond, I have decided to turn to the best incentive I can provide. Any coder who ports Bay's Research Post as well as the related content will receive a copy of No Man's Sky and Civilization VI, or $120, whichever the coder would like more.

The research outpost is intended to add much more advanced content to the research team. I feel that by the time research is maxed, xenobiology is already up and running and everything else is already done as well. I propose the addition of a brand new, off-station research outpost, for anomalous material research and xenoarchaeology. A shuttle exclusive to scientists, robotocists, the two new jobs I propose to add (Anomalist and Xenobiologist), and the Research Director. Once they depart the station, they will arrive at the outpost, which I envision to be an exact (or extremely close copy of) Baystation's outpost. The outpost can be seen below.

Image

How it works:

A xenoarchaeologist is basically a scientific shaft miner. They will go digging through the asteriod (or lavaland, doesn't really matter, but a new, smaller asteroid would work better) for alien artifacts, which will then be analyzed by the anomalist team. These artifacts can range from large objects that take up an entire tile and must be pulled, samples of asteroid rock, or even ancient alien katanas or such. The anomalist will run a series of tests to determine the purpose of the artifact (if it is a large artifact that can't easily be moved) as well as some material tests to determine the chemical composition of the artifact.

A full roadmap for this project should be based off of Bay's wiki page, which can be found here: https://wiki.baystation12.net/Research_Outpost

The guide to the anomaly research aspect of the concept can be found here: https://wiki.baystation12.net/Guide_to_Anomalies

I look forward to seeing anyone step up and do what I really am too incompetent to do. Thank you for your time in reading my proposal, and I hope to see some of you on the outpost in the future!

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 3:45 pm
by Steelpoint
Its funny we were just discussing the addition of xenoarchology to a lavaland esque z-level in game. But we came to the conclusion it would be a massive amount of work.

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 3:50 pm
by Snerdly
Which is why I offer a monetary incentive! :)

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 3:56 pm
by Lumbermancer
Yeah, let's move even more people away from the station proper.

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 4:42 pm
by Armhulen
It's not a bad idea... But it shouldn't be a new role. Have a scientist shuttle to lavaland outpost where they do whatever.

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 5:48 pm
by Reece
Maybe add a new tech class? Anomalous materials, xeno materials? Or something like that?

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 6:09 pm
by allura
Steelpoint wrote:Its funny we were just discussing the addition of xenoarchology to a lavaland esque z-level in game. But we came to the conclusion it would be a massive amount of work.
i disagree with needing our own xenoarch system. i originally gave sawu the idea of strange objects randomly spawning that could have their own secret powers to unlock, as a /tg/ version of xenoarch/artlab from bay and goon. i think that system should just be further fleshed out, possibly by removing the research function from the experimentor and splitting it into multiple machines for different, more involved functions.
EDIT: if anyone ports this, i wanna be the one to map the outpost

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 8:12 pm
by Super Aggro Crag
whats the fukken point of fukken researching this fukken shit if the fukken round will end in 20 minutes cuz of fukken admins facerolling the fukken buttons

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 8:27 pm
by TheWiznard
would be cool to see
Spoiler:
basil exclusive??

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 8:29 pm
by Ricotez
$120 for the amount of time a project like this would cost may actually be underpaid, but I have no idea how much time it would take. Really depends on how modular the code already is.

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 8:32 pm
by iamgoofball
>>>$120

i'm hooked

one question tho:

does it HAVE to be xenoarch bay port

because I've been prototyping a Big Pharma(think factorio with drugs, processing ingredients and turning them into consumer meds) consumer meds research system for Engineering, Cargo, and Research to collab on

and it needs a big open space for building a factory in

this would work perfectly, giving R&D a place to research new ingredients, and for engineering/cargo a place to produce a factory/money/do autismbuild projects

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 8:40 pm
by iamgoofball
ps.

i feel this would be more fun because then we can just throw it either

1. on lavaland, and put ingredient spawns on lavaland for miners/R&D to find and bring back for analysing/synthesing
2. on one of the empty z-levels and throw a bunch of assteroid memes around there for the purposes of exploring for ingredients

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 8:45 pm
by Midaychi
could you jam pack it into the main station somehow?
Artifact magnet and pharmacy satellite.

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 8:47 pm
by iamgoofball
Midaychi wrote:could you jam pack it into the main station somehow?
Artifact magnet and pharmacy satellite.
better if it's off-Z, too many issues with space on station otherwise

remember that we have 7 maps

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 9:18 pm
by oranges
The predominant theory of game design on ss13 atm is keeping the crew together as much as possible, with lavaland being the glaring exception, so I would expect this to meet a lot of resistance to being merged.

Re: [PAID CODE] Research Outpost

Posted: Wed May 25, 2016 10:47 pm
by Gun Hog
I would love to see something like this added. Lavaland is coolsauce!