# Research and Development System :::info This document is based on an idea Pali had, which is being used with their permission. ::: The science department is in a werid spot ## Goals * Create a gameplay loop that utilizes all of the research subdepartments * Increase the incentives for science and other departments to cooperate. * Add a space to give departments unique tools without them being seen every round ## Non-Goals * Force scientists to engange with R&D to access basic functionality of their department * Create an optimal routine that scientists perform every round for gamer gear. ## Gameplay Loop * Scientist checks the R&D console for a list of active projects and their associated tasks * The scientist works to complete a task, either in their own department, cooperating with the rest of the station, or exploring offstation. * To fulfill a task, the scientist scans the associated item with their research analyzer. If the scanned item matches the criteria of an active task, it is marked as completed. * Once a research project has its associated tasks completed, it is unlocked, revealing what it is and making a manudrive file available. * Unlocked files can either be copied to a disk from the R&D console or sold at a kiosk in front of science similar to the genebooth. ## Datums ### R&D Manager Global datum similar to the one that governs genetics research. Keeps track of active and completed projects, and associated variables like the maximum number of active projects at one time. ### Projects The backbone of this system. Represents a techonogy that can be unlocked through R&D. Each project has the following properties: * A name and description (hidden until researched) * A prefix used when generating the project's unresearhed name * A list of tasks needed to complete the project * A pool of possible tasks. For example, atmospherics-related technology might have tasks associated with toxins and engineering. * Whether the project has been researched or not * A list of manufacturer recipes associated with the technology ### Tasks Need to be completed in order to finish projects. Have the following: * A description ("Scan something that has properties xyz") * Whether the task has been completed * A validation proc that takes a scanned item and determines if it meets the criteria ## Example Tasks * Bulk Chems: scan a reagent container containing at least XXXX units of [reagent] * Explosion: scan a pressure crystal with an explosion power reading within [range] * Hot gas: Scan a turf or canister containing a gas mixture of at least a certain temperature * Hostile Critter: Scan a specific mob (eg. fermid, brullbar, transposed particle feild) * Azones: scan something only found in a specific azone * Mutations: scan a creature with at least X mutations * Cyberorgans: scan a creature with at least X cyberorgans * Quality Plants: Scan a plant/seed with a [trait] of X or higher ## Example Projects * Bio-Menders: automenders that slowly fill their reservoir with synthflesh * Specialist Cyborg Modules: Self-explanitory, could contain the dreaded clown module * Smart Scrubbers: Air scrubber that can filter out specific gases * High-Capacity Canisters: air canisters with increased volume * Barrel Condensor Attachment: upgrade that lets a barrel be used as a condensor ## Additional Thoughts These are ideas that I was considering, but aren't essential to the project ### Research Level Completing projects and shipping out identified artifacts via cargo grants experience. As the R&D level increases, projects that improve the research system itself are unlocked. The following is an example of a possible levelling scheme: | Level | Feature | | -------- | -------- | | 1 | Base Features | | 2 | +1 active project | | 3 | High-Capacity Disks | | 4 | +1 active project | | 5 | Advanced Research Analyzer | | 6 | +1 active project | | 7 | Extreme-Capacity Disks | | 8 | +1 active project | | 9 | identify unresearched projects| | 10 | +1 active project | ### Progressively Harder Research The number of tasks needed to complete a project scales with the number of completed projects. Mostly to keep a determined team from completely blowing through all available research. ### Tiered Projects Alternative to the previous. As more projects are researched (possibly tied to level), there is a chance for more more advanced projects to show up. These projects have more tasks (up to three) but offer better rewards when completed. One possible benefit to this scheme is ensuring that early projects do not need materials from mining for their recipes. ### Rerolling Projects Self-explanatory. If a given project proves too difficult to achieve, scientists can reroll it for a significant sum from the research budget. ### Packet/Mainframe Integration I have no idea how this would work. Science stuff tends to be pretty deeply integrated with the mainframe, but I don't know if R&D is a good candidate.