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Suggestions for scientists when there is nothing left to research


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Yeah, we know that scientist having a very high learning skill due to his specialty would have no problem mastering any other job at an increased rate when there is nothing left to research. But the thing that scientist job's usefulness is constrained that way doesn't sit well with me, especially when you take into account that after finishing all research there is no other way to improve learning. I would like to see this job useful in late game as most of the other jobs are, maybe even more so. So here are a few suggestions off the top of my head. You are welcome to come up with yours and share them here.

1) Make a device, operated by scientist, which will reveal a portion of the map either around it, revealing farther and farther out, or at a specified point (add new kind of task for that?)

2) Some kind of iterative technology, probably with high cost, to make some bonuses for dupes and/or machinery, rebalance around it accordingly.

3) Make some kind of a preventable decay of technology, you can go hardcore like needing to reinvent the technology to use it again (probably at a reduced cost) or just machinery losing efficiency, gaining penalties, which are removed after a renewed research.

I like these ideas, especially the one of furthering map reveal. Consider it like geology, where the more they learn, the more they understand the surrounding asteroid.

Iterative uses, like scientists using the apothecary to create smart pills and increase duplicants skills temporarily. Love it!

3) Needing continuous research is interesting, but it sounds too passive to me.

I think possibly making Oxygen Not Included a Space Game by allowing the player to travel to different planets Very late game by crafting a space-traveling vessel to explore the cosmos (Cosmic Update Part 2?) would be a good use for scientists, since the new asteroid would need to be studied (As in kinda when you examine Geysers/Vents and you need Tenured Scientists to look at it)

Sasuga proposed the idea of having them be able to become teachers to teach other dupes and raise their learning which I like. I'd rather have my main researcher teach other dupes learning then try and run them all through the research job tree (which feels silly)

14 hours ago, Jazzy Jazzinton said:

I think possibly making Oxygen Not Included a Space Game by allowing the player to travel to different planets Very late game by crafting a space-traveling vessel to explore the cosmos (Cosmic Update Part 2?) would be a good use for scientists, since the new asteroid would need to be studied (As in kinda when you examine Geysers/Vents and you need Tenured Scientists to look at it)

That's an interesting idea.  If the win condition does wind up being a rocket escape from the asteroid, then monitoring probes to find a suitable destination for the rocket could be a thematic endgame niche for scientists to fill (even if it is a passive one).

On 28.06.2018 at 9:20 PM, Hexicube said:

The learning stat they gain is great for taking up a new job, I don't think they need anything else since they keep old perks once mastered.

That's cool they can do that. But wouldn't you like to have more options? Also for me it's always preferable to have a system useful throughout the whole game, not only useful for "leveling".

On 28.06.2018 at 11:01 PM, yoakenashi said:

I like these ideas, especially the one of furthering map reveal. Consider it like geology, where the more they learn, the more they understand the surrounding asteroid.

Iterative uses, like scientists using the apothecary to create smart pills and increase duplicants skills temporarily. Love it!

3) Needing continuous research is interesting, but it sounds too passive to me.

Well I can get behind why it may seem passive. But I think it's kind of the same for most systems of the game: storage, building, digging. Also imagine suddenly losing the ability to build some vital machinery, when you need it very much, or losing efficiency of machinery and having it not producing enough oxygen for example. And you have to reassign scientist to remedy that ASAP. Things could get really hairy. :)

18 hours ago, vovik said:

Hmm, i already proposed making some upgrades for machines

That's nice and you could tie in scientists here. Everybody's happy.

14 hours ago, Jazzy Jazzinton said:

I think possibly making Oxygen Not Included a Space Game by allowing the player to travel to different planets Very late game by crafting a space-traveling vessel to explore the cosmos (Cosmic Update Part 2?) would be a good use for scientists, since the new asteroid would need to be studied (As in kinda when you examine Geysers/Vents and you need Tenured Scientists to look at it)

Continuing the exploration role for scientists, nice.

3 hours ago, sixsevensix said:

I was just thinking about this as well, but is was a bit more death oriented:

 

A little bit on the morbid side, but hey, growing morbs is a thing, so why not. :) Greta idea!

2 hours ago, asmallrabbit said:

Sasuga proposed the idea of having them be able to become teachers to teach other dupes and raise their learning which I like. I'd rather have my main researcher teach other dupes learning then try and run them all through the research job tree (which feels silly)

I was also going to write about this, but forgot. Thanks for bringing it up. :)

1. Scientist depending on job mastery level can speed up geysers' eruptions.

2. Crop/critter improvements

3. Scientist crafted medications will provide bonuses (will be slightly stronger for example)

4. Require scientists for meteorite detection or for improvement of meteorite detection

How about a chemistry research table? 

The scientist is researching with different resources and with some luck and elbow grease he finds some pill or other (useful?) things. It uses resources and the effects are unknown, maybe you find something useful, maybe something bad. Resources have some chemical effects(both good and bad) that then in combination with other resources it gives a certain effect. You could pick what resources(Maybe better: What kind of resources: Like Minerals and Metals, prevents just enabling 2 resources to research the specific thing you want) and what type of thing you want research (maybe not even that). 

For example: The scientist makes a pill (random effects based on the input resources) and the effect is unknown, now you need a dupe to test it (No critters for testing). What does it do? Is it helpful?
-Yes? Add the recipe to the apothecary.
-No? Maybe heal your dupe again. 

Other researched items :
-Work on researching fertilizer improvements; Better or not? 
-Sunscreen: What do you need? How to make it better?

I can't think of anything else right now, maybe you have any ideas. 

Edit: With randomly I mean we have no control over the research, other than what resources can be used.
Edit2: Added another item on the list and added some other ideas to resources used.

You really got me thinking about this one, love the idea.

How about an observatory(maybe even to the point of science lab)?

It is a room like the bathroom and such.
What it could need:

  • Certain Size
  • Has to be on the surface
  • Needs Windows
  • Needs a telescope
  • Needs an emergency button
  • Atmosphere
  • Science Lab: Research buildings (maybe even a better use for the super computer)

What it could do:

  • Way better at spotting meteoroid showers, but not at night (No power use by the detectors during the day)
  •  Provide the buffs for better research
  • House a more technological research, for example using resources to find a way to make filters more efficient or so

There is so much scientists could do in the long run

On 6/29/2018 at 8:04 PM, Jazzy Jazzinton said:

I think possibly making Oxygen Not Included a Space Game by allowing the player to travel to different planets Very late game by crafting a space-traveling vessel to explore the cosmos (Cosmic Update Part 2?) would be a good use for scientists, since the new asteroid would need to be studied (As in kinda when you examine Geysers/Vents and you need Tenured Scientists to look at it)

Ultimate scientist goal: configure the outside of the asteroid so that it can travel around as a big spaceship.

I like the idea with chemists!

Further I would suggest that the report tab is locked until you have tier 2 scientist   when you reach tenured scientist(tier3) you get better displays of the reports (than now). E.g. cool graphs, when you have multiple generators you could check each ones stats. Same for electrolyzers. Stuff like that...make it look more scientific basically. Just answering questions without too much hassle.

How much water was used? How much p-water was produced? Idle time on each generators. Energy produced. Co2 produced/used. Etc...but I would really like graphs so one can see the trend as cycles go by 

1 hour ago, Yoma_Nosme said:

Idle time on each generators. Energy produced. Co2 produced/used. Etc...but I would really like graphs so one can see the trend as cycles go by 

With the reason why it was idle, so you can change the setup accordingly. 

Also stuff like a chlorine pill that kills bacteria in water, pollution still has to be filtered out. 

>There is so much scientists could do in the long run

- Initial analysis of germs (unknown germ->known germ/stats->way to treat)

- Initial analysis of critters and their variations (unknown->visible name and stats->can be groomed)

- Prospecting per tile/area (prospected tiles will return 60-75% of the mass depending on sientist, not 50%)

A side path for scientist, an alternative for tenured scientists, maybe?

Doctor.

Researches as fast as a mid tier scientist, buffs medical buildings (or only he is able to craft high tier medicine and control the chamber) and gets a buff to kindness.

While the tenured scientist, which is needed for the geysers, is changed into a geologist, also researching as fast as the Doctor but able to mine firm materials and gain a buff to mining. Or may mine even abyssalite but without the initial buff to the mining skill.

On 7.7.2018 at 12:03 AM, Ricordis said:

A side path for scientist, an alternative for tenured scientists, maybe?

Doctor.

Researches as fast as a mid tier scientist, buffs medical buildings (or only he is able to craft high tier medicine and control the chamber) and gets a buff to kindness.

While the tenured scientist, which is needed for the geysers, is changed into a geologist, also researching as fast as the Doctor but able to mine firm materials and gain a buff to mining. Or may mine even abyssalite but without the initial buff to the mining skill.

The Doctor could combine resources and make some (useful) medicine. 
I thought about it a bit and it is not really hard to do, you could give every resource effects on the duplicants stats.
For the effects I would always just pick two random ones:

  • You pick one effect for each Element (the ratio adjusted) so for example a pill that has -6.75 Health and +7.5 Immune Sys.
  • You pick two effects of the combination of the two (the ratio adjusted) so for example a pill that has +1.25 Health and +20 Immune Sys.

5b420202a8aea_ONIChemistry.png.e7fed54e1956e41297cf9f3bbc13bcc4.png

 

- Tune up buildings moved to Scientist job

- Scientists can dismantle AETN and other indestructible tile buildings (not neutronium, but stuff like tables and vending machines)

- Radio communication facility maintained by scientists that allows you to transmit/receive automation signals without wires

On 7/4/2018 at 1:35 PM, mr peeps said:

I like the map revealing thing. it's annoying to dig random tunnels just to see the map. 

I present to you.. The Reveal Tool! just set the brush size to 10 and hold down M1 on the Fog of War!

On a serious note it's a thing, revealed my entire map with it. It's a sandbox tool though, so you wont be able to reach Phlog Pyro levels of M1

2 hours ago, Jazzy Jazzinton said:

I present to you.. The Reveal Tool! just set the brush size to 10 and hold down M1 on the Fog of War!

On a serious note it's a thing, revealed my entire map with it. It's a sandbox tool though, so you wont be able to reach Phlog Pyro levels of M1

-_- obviously

But I mean like, a radar or something to do it legitimately, you know?

 

How about a droid building station. Scientist researches the tech, then can build the station to create a job specific droid that can only do a single job. It can be automated to activate under specific conditions (such as only at night.). Could be a way to introduce Non-dupe mining.

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