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[Suggestion] New Job/ Room: Science/ Research and Development

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Rooms can be assigned as R&D labs and populated with science objects where crew rostered as scientists can work.

The function of R&D would be to upgrade the rest of the station, for example:

-better mining tools for miners

-better weapons and armor for security

-research into diseases for med bay (suggested by http://www.doublefine.com/forums/viewthread/10781/)

-make more hand held games for crew to play with, maybe even add an arcade room

-etc

Maybe they could even make robots to fill in for certain jobs

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Thumbs up from me mate! This would keep you from being able to mine the **** out of all the asteroids and access endgame machines etc. early on. I was thinking about robots earlier, and it's a good concept (super spacey and all), but they would need to be relatively limited in some way to avoid becoming a replacement for humans. Perhaps they could work constantly with no interruption for a few days at a time, but very slowly, and would need to be recharged for a time before returning to work. Also, they should be limited to manual labor; ie mining, building, possibly maintainence, botany maybe, all with no opportunity to advance in level. If I were a citizen of the spacebase, I'd probably hate working with robots (citizens should become unhappy if forced to work alongside robots all the time).

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I agree with The Idea Guy, and I think that if the developers didn't think about putting this into the game already, they should, and very fast.

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Perhaps at the expense of Matter? Similiar in Dungeon keeper, how it costs gold to research (:

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Some of this is on their dev plan

TECHNOLOGY

* scientist job

* research lab zone

* blueprints - you can only build what you have blueprints for

** scientists can construct blueprints by doing research in labs

** players choose research topics?

** blueprints can also be discovered aboard derelicts or brought by special immigrants

* starting conditions determine what technologies you have access to

* take dead hostiles to research labs to study them and learn to better deal with them

** eventually, how to deactivate killbots and reform them into friendly (still scary lookin') bots

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Some of this is on their dev plan
TECHNOLOGY

* scientist job

* research lab zone

* blueprints - you can only build what you have blueprints for

** scientists can construct blueprints by doing research in labs

** players choose research topics?

** blueprints can also be discovered aboard derelicts or brought by special immigrants

* starting conditions determine what technologies you have access to

* take dead hostiles to research labs to study them and learn to better deal with them

** eventually, how to deactivate killbots and reform them into friendly (still scary lookin') bots

<3 Double Fine

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