The main idea behind the rework is to allow more creativity and diversity in production of stimulants by making a lot changes to the way stimulants are made, the way research credits are acquired, and the way of how intelligence officers and groundside are related to the performance of research.
Currently, the research suffers from a few things, one of them is where researchers save up the credits to create a carbon copy of a (god) stimulant they created a round ago, with no space to spare for creativity besides doing minor changes to the properties of the stim or optimizing the cost.
These changes, in theory, should promote the creation of many specialized stimulants and make research more dependent on their performance themselves (contract system), while achievements from ground side will definitely boost them, namely by giving biomass points, legendary property HINT, and Research Grants.
[ ] Remove CREATE mode on the simulation machine, replace it with ADD.
[ ] Remove most groundside vial chemicals, leaving it only for extremely rare chemicals, like thwei, or green blood.
[ ] Each five minutes research gets to pick one of 3 difficulty chemicals, scanning those will reward them with varying amount of credits based on the difficulty, not picking anything will re-roll the pick in two minutes instead. Researchers see one property of the chemical and one and hardest chemical in the recipe before they pick anything, so they know what to pick.
[ ] Legendary properties hints documents, those are generated roundstart and are random combination of 3(or 4) properties, which when mixed gives the property. Legendary properties themselves are removed from generation. They can be found groundside. (DDI is in the same spot, thus the rewards for mixing it should drastically increase than what it is now.
[ ] Ciphering property should be a mixed property as well, there is one minor hint in CMO office, and the other ones are groundside, Royal blood now has "Encrypted" property, which when mixed with the properties will give the Ciphering.
[ ] Biomass Printer should have "Contract Reset" disk, instead of credit disk, that one will give immediate reroll on the contract system, taken or not.
[ ] Chemicals rarity rebalance, the rarity of normal chemicals is very inconsistent, most of chemicals do not take in the account the amount of energy required to mix it (e.g. methane or soporific), hydro chemicals are in the same rarity as groundside only chems
[ ] Overall OD increase in the random generation, this will give the space to modify the chemicals while leaving a safe and comfortable OD limit.
[ ] New Hydro chemicals, Adding around 10 chemicals for the "Hard" difficulty on the contract system
The main idea behind the rework is to allow more creativity and diversity in production of stimulants by making a lot changes to the way stimulants are made, the way research credits are acquired, and the way of how intelligence officers and groundside are related to the performance of research.
Currently, the research suffers from a few things, one of them is where researchers save up the credits to create a carbon copy of a (god) stimulant they created a round ago, with no space to spare for creativity besides doing minor changes to the properties of the stim or optimizing the cost.
These changes, in theory, should promote the creation of many specialized stimulants and make research more dependent on their performance themselves (contract system), while achievements from ground side will definitely boost them, namely by giving biomass points, legendary property HINT, and Research Grants.
rev 8/7/2024