# josh's super cool idea for r&d
## problems with r&d
1. Scientist is the second most useless job in the game. With no clear early game objectives, the typical scientist spends his time face pressed to the R&D console waiting for Bluespace RPD and T4 parts. They then upgrade a few things and are done for the game.
2. RD is the most useless job in the world. Besides being command staff, the RD gets to spend the entire game completely cucked. The Scientist steals the only true responsibility he has (manging research) and bullies him for wearing a stupid cape. If he dares take his teleport armor out of the locker, he is killed by traitors who need it for some reason. No one will notice because he has no life. His wife cheats on him.
3. Point generation is influenced by nothing. Active generation is a tedious chore, but passive generation is boring.
## solutions for problems
1. Scientists should be improving the station from start to finish.
2. The RD should be the only person managing R&D, if he exists.
3. Point generation should be a facet of gameplay that Scientists can directly affect.
# implementations of my solutions
## the coprocessor

The **Coprocessor** will be a machine which generates points passively. The amount of points it generates depends on multple factors.
1. The tier of its stock parts.
2. The amount of power it is allowed to consume.
3. Its temperature.
4. Its configuration.
One machine in optimal condition would be able to produce the same number of research points made passively now.
### parts
6 capacitors and maybe a bluespace ansible. Simple enough it can be built at round start and replaced if destroyed. Capable of being scaled upward through the round as Oranges wants. The bluespace ansible would make use of the much unloved tcomms parts and it makes sense as the machine has to broadcast its findings to the network.
### power
The power consumption would be tunable via UI. One machine should be able to produce enough research points on its own to replace the current passive supply. I am thinking 200kW per machine, since that is generally the highest a PSU can discharge.
This also rewards engineers for setting up sophisticated SMs, wiring solars, and going above and beyond. The more power, the more coprocessors.
### temperature
The optimal temperature of the Coprocessor is 0C. Lower temperatures are fine, but high temperatures reduce effeciency. At 60C it will not produce points. It radiates heat, so the vacuum of space does not cool it. This requirement prevents thoughtless mass production and rewards time investment and sophisticated setups.
### configuration
Coprocessors can have a setting to either generate department-specific points or general research points. General research will be less effecient, and encourage the production of a coprocessor for each department.
### hacked
Emagging the Coprocessor will ...
1. Allow unrestricted control of the Coprocessor's settings.
2. Add hacked option allowing a change of positive, null, or negative point development.
3. Open a Ring 0 exploit allowing AI law changes.
### the AI
The AI will not be directly affected by the Coprocessor at all. I was originally going to call it the "AI Coprocessor" but decided against it to avoid confusion.
I would like Coprocessors attached to Malf Overriden APCs to also generate Malf points sporadically (depending on machine effeciency) in addition or instead of research points.
#### the AI Coprocessor
It would be cool if an upgraded version of this board called the "AI Coprocessor" (available with the Artificial Intelligence node) could accept an active MMI/Posi and create a second AI within the Coprocessor slaved to the master AI's laws. This is beyond the scope of this change.
## make RD not a cuck
Orange's idea to just communize R&D among Command staff further cuckolds the RD. Command staff, if anything, should only be allowed to research department tech via PDA. The terminal should be kept in Science.
Additionally, the RD should be allowed to lock the R&D console. It will be unlocked at round start, so if no RD joins research progresses as per usual, but if one does join and takes initiative, he has the ability to do so. Scientists will no longer be able to research what they want without approval. His wife will once again respect him.
## active point generation
The total dismissal of active point generation is a mistake. Departments should be rewarded for doing their job.
Instead of dismissing active point generation, enable departments to generate department specific research points which are applied first before general research points. i.e. if you have 500 service research points, researching clown tech would take all 500 service points and then use general points to complete the research.
Here are some simple ideas for active point generation. Consider all these limited, i.e. 1000 per action cumulitive. When a point limit is reached, an automatic message can be given out.
"[Medical] Research Computer: `The maximum point reward of 1000 has been reached through surgery.`"
**Medical**
- Rewards for any surgery actions completed near a surgical computer, up to a limit.
- Rewards for pill pressing complex medications, up to a limit.
- Once-off point reward for producing a virus with 6 symptoms via the PANDEMIC.
- Once-off point rewards for the Destructive Analyzer deconstructing various complex chemicals.
**Engineering**
- Once-off point rewards for producing 1000, 2000, 3000, 4000, and 5000 MEV in the Supermatter.
- Once-off point rewards for new power types (i.e. solars wired is 500, sm running is 500, tesla or singulo is 2000).
**Service**
- Point rewards for purchase in Botany with Biomatter.
- Very small passive point rewards for Ian being alive.
- Passive point rewards for Heads of Staff being intoxicated.
- One-time point reward for using the bike horn on the R&D console.
**Science**
- Once-off rewards for each time of slime processed.
- Rewards for every time a Cyborg is brought online with a human player. This is a great way to encourage more Borg production and get people back into the round!
- The Tachyon point system is a good example of why active points work, by the way.