space-wizards / space-station-14

A multiplayer game about paranoia and chaos on a space station. Remake of the cult-classic Space Station 13.
https://spacestation14.io
MIT License
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Move some research to Cargo or to Autolathes #21462

Open EmoGarbage404 opened 10 months ago

EmoGarbage404 commented 10 months ago

Description

We have a bunch of tier 1 research that is super crappy. A lot of it is basically found on station. This is just a list of all the shit that really ought to be moved out / replaced.

Keep in mind, after these are pruned or modified, disciplines still need to have equal amounts of techs and overall point cost.

Industrial

Biochemical (died in the war)

Arsenal

Experimental

Civilian Services

deltanedas commented 10 months ago

AVC only useful thing is telecomms server for expeds which you can just take 1 of the servers from comms on almost all maps anyway

IProduceWidgets commented 10 months ago

If we wanted to give each department their own fab like the SecFab then I can see what you're saying. However, a lot of these unlocks are specifically so science can unlock them for their use more than the station's.

For instance the chemistry and janitorial unlocks are very useful if you want to make chem grenades or do janky reagent science with the arties or new anom. Similar for the microwave.

If you make them all round start then science becomes (even more) the bother cargo for mats department.

AjexRose commented 10 months ago

Abnormal Artifact Manipulation: Traversal distorter is kinda a dumb item and really isn't worth getting most of the time. Could use more artifact stuff in this tech in general to make it more worthwhile.

Maybe we can have a new research called "Advanced Research Methods" which could include the CHIMP, Traversal, and the Anomaly Syncronizer if it gets merged.

EmoGarbage404 commented 10 months ago

If we wanted to give each department their own fab like the SecFab then I can see what you're saying.

i added all the sprites for the fabs btw.

However, a lot of these unlocks are specifically so science can unlock them for their use more than the station's. For instance the chemistry and janitorial unlocks are very useful if you want to make chem grenades or do janky reagent science with the arties or new anom. Similar for the microwave.

I think this really just encourages science to act in a self-serving way. They shouldn't be encouraged to spend their research on things that only benefit themselves. At the very least, making them upgrades to existing equipment means that they could serve both the station staff and science equally well (like how the advanced mop is)

If you make them all round start then science becomes (even more) the bother cargo for mats department.

If you replace them with something good, though, science becomes the "get funny upgrade gear" department.