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239 lines
4.2 KiB
Plaintext
239 lines
4.2 KiB
Plaintext
/*
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Research and Development System. (Designed specifically for the /tg/station 13 (Space Station 13) open source project)
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///////////////Overview///////////////////
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This system is a "tech tree" research and development system designed for SS13. It allows a "researcher" job (this document assumes
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the "scientist" job is given this role) the tools necessiary to research new and better technologies. In general, the system works
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by breaking existing technology and using what you learn from to advance your knowledge of SCIENCE! As your knowledge progresses,
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you can build newer (and better?) devices (which you can also, eventually, deconstruct to advance your knowledge).
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A brief overview is below. For more details, see the related files.
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////////////Game Use/////////////
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The major research and development is performed using a combination of four machines:
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- R&D Console: A computer console that allows you to manipulate the other devices that are linked to it and view/manipulate the
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technologies you have researched so far.
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- Protolathe: Used to make new hand-held devices and parts for larger devices. All metals and reagents as raw materials.
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- Destructive Analyzer: You can put hand-held objects into it and it'll analyze them for technological advancements but it destroys
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them in the process. Destroyed items will send their raw materials to a linked Protolathe (if any)
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- Circuit Imprinter: Similar to the Protolathe, it allows for the construction of circuit boards. Uses glass and acid as the raw
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materials.
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While researching you are dealing with two different types of information: Technology Paths and Device Designs. Technology Paths
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are the "Tech Trees" of the game. You start out with a number of them at the game start and they are improved by using the
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Destructive Analyzer. By themselves, they don't do a whole lot. However, they unlock Device Designs. This is the information used
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by the circuit imprinter and the protolathe to produce objects. It also tracks the current reliability of that particular design.
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//EXISTING TECH
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Each tech path should have at LEAST one item at every level (levels 1 - 20). This is to allow for a more fluid progression of the
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researching. Existing tech (ie, anything you can find on the station or get from the quartermaster) shouldn't go higher then
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level 5 or 7. Everything past that should be stuff you research.
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Below is a checklist to make sure every tree is filled. As new items get added to R&D, add them here if there is an empty slot.
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When thinking about new stuff, check here to see if there are any slots unfilled.
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//MATERIALS
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1 | Metal
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2 | Solid Plasma
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3 | Silver
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4 | Gold, Super Capacitor
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5 | Uranium, Nuclear Gun, SUPERPACMAN
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6 | Diamond, MRSPACMAN
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//PLASMA TECH
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2 | Solid Plasma
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3 | Pacman Generator
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//POWER TECH
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1 | Basic Capacitor, Basic Cell
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2 | High-Capacity Cell (10,000)
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3 | Super-Capacity Cell (20,000), Powersink, PACMAN
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4 | SUPERPACMAN
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5 | MRSPACMAN, Super Capacitor
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6 | Hyper-Capacity Cell (30,000)
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//BLUE SPACE
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2 | Teleporter Console Board
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3 | Teleport Gun, Hand Tele
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4 | Teleportation Scroll
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//BIOTECH
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1 | Bruise Pack, Scalple
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2 | PANDEMIC Board, Mass Spectrometer
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3 | AI Core, Brains (MMI)
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4 | MMI+Radio
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//MAGNETS
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1 | Basic Sensor
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2 | Comm Console Board
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3 | Adv Sensor
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4 | Adv Mass Spectrometer, Chameleon Projector
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5 | Phasic Sensor
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//PROGRAMMING
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1 | Arcade Board
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2 | Sec Camera
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3 | Cloning Machine Console Board
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4 | AI Core, Intellicard
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5 | Pico-Manipulator, Ultra-Micro-Laser
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//SYNDICATE
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1 | Sleepypen
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2 | TYRANT Module, Emag
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3 | Cloaking Device, Power Sink
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//COMBAT
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1 | Flashbang, Mousetrap, Nettle
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2 | Stun Baton
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3 | Power Axe, Death Nettle, Nuclear Gun
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*/ |