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Chemistry proposal #419
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Chemistry proposal #419
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# Chemistry rework | ||
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| Designers | Implemented | GitHub Links | | ||
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| kosticia | :x: No | To do | | ||
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## Overview | ||
Right now chemistry is the most boring sub-department. Every round – “silicon + nitrogen + potassium”, then “oxygen + plasma” and over, and over… Zero interaction with 99% of crew. This proposal contains potential solution of this problem. | ||
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## Random reagents | ||
Main idea of this proposal – make round start chem reagents and some reactions for base medical random-generated. How this will work? Round-start chem-dispenser will have reagents with random names and functional. Reactions for these reagents also will be random, for example, reagent 1 and reagent 2 can be mixed into powerful brute topical, reagent 2 and reagent 3 after mix will create explosion. | ||
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### Random reagent reactions system | ||
All random reagent reactions should take only two reagents and not require heating or catalysts. Idea of hotplate - make some reactions chemistry available only. With new chem, this idea will be a little bit irrelevant, because better ask chemists for working recipe, than get blown up durring mixing. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Wording is a bit confusing here:
Took me a bit to understand you meant (Nothing is preventing a tider from microwaving chems to make something) |
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After mixing, new reagent will have more powerfull effect from two mixed ones, and one new, passive. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. As mentioned in my comment before, what kind of examples of passives do you mean? |
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Base OD of every reagent will be 10u, but it can be randomly decraised during reactions (and should be checked on practice). | ||
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### Names of random reagents | ||
Reagent's name will be generated from random prefixs and suffixs. Like a re, de, fi, gum for prefixs. And lin, line, valine, ac for suffixs. | ||
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### Random reagents in other places | ||
Random reagents also can be obtained in other places: ordered in cargo, gained from artefacts and slimes. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. So you can get random reagents, what exactly does this mean? Or is every reagent completely randomized with a set of possible reactions? I'm also going to assume here that you're referring to the liquid anomaly when you mention slimes, which poses it's own questions about the liquid anomaly. Also, what about botany? You mention it later, but this implies those plants won't be getting any of the randomized reagents, I just want to confirm if that is true. (Sorry about the comment spam, I'm still new to Github and didn't know starting a review was probably better here...) |
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## Stable reagents | ||
Some reagents will have permanent effects that can be very useful for chemist and force them interact with other departments. That’s some reagents for example: | ||
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Space salt – will increase required damage for crit. Can be obtained from salty ore. | ||
Frezon – will allow use reagents on dead corpses. | ||
Aloe – will increase thermal protection and heal caustic damage. | ||
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These reagents should provide maximum effects only after mixing with random reagents from chem. | ||
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## Equipment | ||
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#### Chemistry goggles | ||
Chemistry goggles will get new function - now they will show effects on examine. This will allow chemists make a notes, that can be used for creating more powerful medicine for treating or used by other crew. | ||
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#### Vials | ||
Volume of the vial will be recraised, but became explosion resistance. That will allow chemists experiment without fear of broken equipment. | ||
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#### Centrifuge | ||
Centrifuge will get ability to split mixed random reagent into its components. So, there won't no way out situations, where all reagents was mixed into one puddle. | ||
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#### Some other staff | ||
ChemDispenser - will be replaced with a crate with random reagents, because with random reactions it became fully useless. | ||
Chemvend - will be deleted, new readents will be obtained in cargo, botany and etc. | ||
Hotplate - will be deleted. As said earlier, it forced some reactions being chem-only. But with random reactions system it became useless. | ||
ChemMaster - without changes. | ||
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## Chemistry in other places | ||
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#### Botany | ||
Botany is the most interactive departament with chemistry. And the biggest part of reagents in plants will be replaced with a stable reagents. | ||
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### Syndicate things | ||
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#### Traitors | ||
Syndi-chem synthesis kit will always include 2 vials with stable reagents: first - powerful stimulator, second - reagent that will "flip" effects of the reagent on being mixed. This will create enough space for creating dangerous toxins and powerful stimulators. | ||
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#### War-Ops | ||
Probably, the most problem thing in this design-doc. Main part of preparation before invanding on the station - creating of the medicine and stimulators by the medic. I can't say, that this actually fun. Medicine for war-ops can actually moved into uplink. This will make healing in team less based on the skill of one player. And make nukie rounds faster and more dynamic. |
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Do Reagents 1 and 2 have their own effects when ingested? Will chemical goggles show what reactions to expect?
What about Reagent 3? In this scenario, is that Reagent the reason the mix exploded, or is it the result of mixing Reagent 2 with 3?
(As in, if I mixed 1 with 3, would it still explode, or is that a unique interaction with 2?)
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Also, as a side note, does this new system intend to remove or modify all currently existing chems?
If so it might be worth mentioning or giving examples of how some mechanics might be changed to follow this new system.
I think those are all I can think of at the moment...