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    # applied science sci update that seeks to make sci more focused and interesting. improve its interaction with the wider station and the world. whilst keeping the chaos of ss13 in its blood *notes* * this is a post economica project... where credits are important part of a flowing economy both for departments and individuals. and sci has expensses to cover. * updates for the departments (most keyly medical would furthrer boost the variety in content for sci) ## the basics * research is no longer a passive gain - sci must now prefrom experiments to produce RAW research. raw research automatically feeds within the sci servers that convert it into proper EXsci points consuming raw data and power * research projects are simular to procedurally generated cargo bounties. they come in various categories and tiers the scientists must fuffil specific conditions whilst observing with observer devices. most projects require the scientists to observer other depratments or people perform/be in specific situations. and many may be considered inhumane. so scientist have to go out there and research with the crew. while other projects require extensive setup * discovery points are gone. explo now simply finds raw research to bring back. alongside many other activities that are used for research expriments * EXscipoints made by sci arent used for research but for variety of other purposes including selling for profit, spending for consumables in various departments converting for basic sci points and most importantly FILLING THE QUOTA ## SCI quota one of the quota objectives for the station to follow. there are 3 quota values from sci the total station quota can pull from - sci quota requiring fixed volume of EX points to be deposited at specific intervals. with a total quota at round end. - research quota requiring X projects of Y tier (usually higher) be compleated. with the most severe possbility requiring the station to partake in an ELITE project ## the new equipment needed for the experiments are the two new pieces of equipment observer - a small device that can be carried by a scientist. links to a special server that syncs all observer's data. the observer can perform one of 2 actions - preliminary study - studying random objets and entities not tied to a project for some research. primarily used for xenobio research in the xenobio module - project study - opens a menu showing all avilable experiments from the project databank. selecting a project prepares the observation of said project displaying what neeeds to be observed and how. for performance reasons only 1 observer can have a given experiment selected and only limited number of observers can be active at any given time across all z-levels once all settings are designated and the experiment is ready the observer will be activated. it will then observe all actions around them and gain RAW data it sends to the servers. ### preilimary studies tied to xenobio rework to study objects and entities one must select a mode of study and activate the observer device. it must be noted that all preliminary studies have decaying cooldowns per entity/object. scanning the same category whilst the cooldowin is not fully decayed will give diminished returns. click on an entity or object to determine if its a valid research target (objects and entities will have research tags and values that denote their researchability and output) * passive observation - the most simple it observes all valid entities/objects for a short amount of time. less points if an entity is dead has low payout and long cooldown * instinctual observation - * gain data form dealing damage to a researchable/HOSTILE entity with a minium damage dealt required of 15. gain more data the more damage is dealt. moderate cooldown on this subfield is triggered after a 15+ dmg PER DMG TYPE * gain data from observing an entity "in combat" for 20-30 seconds for a fixed volume of data followed by moderate cooldown for the entity. gain bonus data if the entity crits an oponent, gain even more data if the entity is critted but only if the entity was able to deal damge during the fight * combat is classified as when an entity has attacked or been attacked for a total of 15 or more damage within 15 seconds. once combat is initiated other combat adjacent actions like shoving grabbing and any tick of damage dealt prolonges the combat mode AND has not been more than 9 tiles away from an entity that its in combat with for more than 7 seconds * attachment observation - observe an entity being interacted with by a crewmember. much more data is gained from hostile entities but only half of that bonus if they are restrained/crit/unconcouss. no data from dead entities. lenghty cooldown * insight observation - observes all entities and objects. gains data from observing entities perform unique actions and objects activating and doing things. coodlown is per individual action and varies in data output and cooldown lenght inversely proportional to the commonality of the action * repressive observation - once selected approach a HOSTILE entity and use the observer on it for an invasive observation that will hurt it but also empower its abilities to break form restraints upon compleation. the entity MUST BE alive and conscious. large data gain and long cooldown ## experiments the bread and butter of science. experiments operate simular to cargo bounties exept a lot more dynamic in their generation. generated at shiftstart with endless supply of more and more given as old ones are compleated. ### basic experiments the standard experiments. like bounties they spawn in bulk at shiftstart and you get more as you go on so you never run out. relatively safe and mundane ### commition experiments rare and special experiments with higher stakes bigger rewards and higher chance of a catastrohpic failures. they may somtimes even include special deliveries from NT to do the experiment with. such as "restrained" antag types and dangerous procedurally generated machinery... *is it REALLY the clown's fault that there's now a blob in xenobio* ### experiments of oportunity. theese experiments are also given at high variety per shiftstart. buuut they require specific entities or objects to preform with. such as most nontot antags and wharever nonsence lavaland and explo space has to offer. therefore they are also very dangerous by nature * in short. its a thing to put antags trough rather than instantly gibbing them and greenifying the shift. using them for great personal gain at the risk of putting them in an oportunistic position to have slight odds of escaping security or even getting special benefits depending on how the experiment went tits up. * alternatively it is used to give more interaction with any THEORETICAL explo/mining updates where they can collect mid to high value eldrich abominations for study... yes bringing back extremely dangerous entites/objects for science is about as safe as it sounds. ### the structure an experiment consists of * hypothesis - a resreach type... defines the base layout of the experiment... for example... * study A,B,C with X conditions or * study A with X coditions and B with Y conditions ect... * field/s - defines the category of research one or more may exist in one experiment. * be it something that studies a departamental topic. like medical procedure. the SM. psycholgy and mood, xenos or eldrich junk * subject - the object/entity that will be studied. may range from vast category of objects and entities across multiple departments. it may also come with conditions... the A,B,C's of the hypothesis - carbon. any, carbon but must be crew plasmaman, a exelelnt tier flashlight(matsci), a xenomorph * sometimes CC may provide samples of the subject... this can be anything from a box of rocks to a live changeling **(new antag task of stealing X amount of samples anyone?)** * hypothesis - what we are studying... this is the action that research needs to take... the X,Y,Z's of the hypothesis * anything from... fuffil theese conditions for X time, gas this thing with theese things... stability test this thing against this damage for some time, get this entity to 1v1 a monkey... disect that thing... * prefixes and suffixes - modifiers that affect the study * perhaps its a department specific study and must be done there... perhaps it needs to be done in 0g... perhaps the subject's mood must be X... perhaps the object in question must have this property and or quality... ect * failures - sometimes a experiment may generate with a failure state... theese are usually hidden. basically if conditions devviate strongly enough... when the experiment begins something bad would happen instead... sometimes this may also provide researcn but this is often a nasty incident that will cause issues * maybe a physics experiment makes an anomaly, perhaps a social experiment leads to terrible mood effects or even a mental breakdown in the subject, that SM experiment just emitted a blindness pulse.. that meidcal experiment just brough to life a ling monkey... the genetically engineered carbon medical sent to benchmark against the monkey gained sentience and went fucking beserk * not even talking about standard fuckups like that xeno test subject escaped or the nightmare study sample we brougt you escaped. ## the list... i'll be working on this mess for quite some time ;-; grouped in categories. each has, subjects, hypothesiees,modifiers and failures * general * subject * hypothesis * modifier * failure * exotic/eldrich - shiftstart/midround antags + high risk bosses * subject * hypothesis * modifier * failure * space - explo * subject * hypothesis * modifier * failure * cargo/economics - economica * subject * hypothesis * modifier * failure * medical/biology - fleshmed * subject * hypothesis * modifier * failure * engineering/applied sciences/machining * subject * hypothesis * modifier * failure * security/military * subject * hypothesis * modifier * failure * service/psychology/social sciences - F&S * subject * hypothesis * modifier * failure * material science - matsci * subject * hypothesis * modifier * failure * xenobiology - xenobio overhaul * subject * hypothesis * modifier * failure * fluxology - magic overhaul * subject * hypothesis * modifier * failure * anomalies/artifacts - * subject * hypothesis * modifier * failure

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