Deep space signals analysis
Added a proposal for a new form of research, 'deep space signals analysis', detailing its concept, progression, mechanics, and associated risks.
among us comms task
This sounds a lot like the Goonstation quantum telescope. Will it also interact with the salvage magnet at all like that machine did? Or will it only be standalone.
This sounds a lot like the Goonstation quantum telescope. Will it also interact with the salvage magnet at all like that machine did? Or will it only be standalone.
I'm not familiar with Goonstation, so I couldn't comment on any potential similarity. I'll have to take a look
Honestly giving science tasks that require staff to leave the department is good. The low risk of massive explosion is an added bonus.
An interesting take on signal simulators, seems like a very good idea. The gameplay loop seems to ALMOST be a one to one copy of these kinds of games except for two things. Number 1 is maintenance of equipment, where usually in a signal simulator game you are tasked with physically moving to the telescopes and performing some task on them (Calibrate them, fix its server, flip a breaker), during which the signal simulator game of your choice will have monsters or events interact with you, and two, usually, you get all the equipment and access at your workplace to perform the job, so if the machines are far, you get a vehicle, if you need access, there's a password written down, where as in this version you might be gated from doing your basic gameplay loop with step 0 : get access and a suit
Edit: Also I just noticed this but I wouldn't count on engineering being available roundstart to do anything for anyone since they'll be busy with power, you'll be as likely to get help if you asked salvage or security
Honestly giving science tasks that require staff to leave the department is good. The low risk of massive explosion is an added bonus.
"You intercept what appears to be a signal from a bluespace artillery device. Your decryption activates some kind of defense mechanism, it's targeting coordinates are now pointed at you... Whoops!"
I love this idea.
If this is merged, I feel like Science deserves externals access by default.
I hope it's planned that signal analysis will predict events for the most part and not cause them. Science very often gets blamed for causing problems by the rest of the crew which never feels great. I'd like for Science mechanics to steer away from Science being the cause towards Science being the solution. Predicting bad events sounds very helpful as opposed to causing more bad events.
I hope it's planned that signal analysis will predict events for the most part and not cause them. Science very often gets blamed for causing problems by the rest of the crew which never feels great. I'd like for Science mechanics to steer away from Science being the cause towards Science being the solution. Predicting bad events sounds very helpful as opposed to causing more bad events.
Yes, signal analysis is intended to be largely predictive of events. Any events triggered by the signal analysis should be largely centered on the scientist doing the research, and the effects should be more spooky than deadly. I mentioned a possibility that this research could trigger ceratin mid-round antags, but players won't know if this was the cause :P
Of course, the trade-off is that this form of research will probably bring in the least amount of research points for the amount of effort invested. Low stakes, low rewards. But at least scientists have that option
This is a really cool concept! Voices of the Void is a great game, and to bring a little of that vibe into Space Station 14 could be very neat!
That being said, I do feel that the Science department suffers from being very anti-collaboritive. What I mean by that is there is little to no reason to work on projects with your fellow scientists... everyone just kind of spreads out and manages their own artis and anomalies. This proposed concept seems to lean strongly in that direction as well... with 90% of the mechanics involving one dude messing with a UI nobody else can see.
My though would be what if there were two consoles required for adjusting to the correct frequency? The two knobs you mention could each have their own console, and be required to be adjusted at the same time. Or really any other kind of two-player minigame would suffice. This would create a situation where two people need to cooperate and communicate what's on their screen in order to lock onto the signal. Additionally, the decoding console being separate from the other systems would allow a potential third person to be working on improving the quality of recordings (perhaps back in the department itself) while the other two scientists continue scanning for more. Idk thats just my two cents.
Concept idea - what if there were different "lenses" that could be put on the radio telescope? These could have a wide range of effects and could be swapped out if the scientist feels like getting experimental. Some could be mundane, like a Plasma Lens that boosts signal strength from stars or a Quartz Lens that boosts strength from comets. However some late-game lenses could be more mechanically insteresting, such as a Bluespace Lens that could intercept bluespace transmissions (occasionally teleporting in items) or a Uranium Lens that could vastly increase signal strenght/download speed but have the drawback of being very radioactive. Perhaps salvage could even find some strange alien lenses that could be used for mysterious effects.....
Maybe it would be best if a couple lenses could be loaded into the telescope, and they could be switched between using a console... to reduce the amount of spacewalks haha.
Idk I'm just ideaguying here but it seems like having too much of the mechanic being a self-contained UI minigame might be less fun than if there was some other strategy to it.
If we think of this as part of the greater science department, it could occupy the same niche as solar power does for engineering. It lets engineering get out of the department roundstart, is a low risk activity but with low rewards, as solars cant power the entire station on its own, and is a good activity for new people to the role to try out the basics. I think this could fill the same role, at least conceptually.
Another thing I'd like to note is that most stations only have about 6 scientists job slots, you may want to talk about increasing the number or keeping them the same.