06-28-2022, 04:35 AM
We all know the secret hint system for secret chemistry is ... basicly useless when you know all the chems.
Infact.. the system was invented so people have to go out and discover things, despite the risks, like true scientists.
But again... once someone knows this.. they can make it every shift safely and do whatever with it.
This is how we get walking talking cats, Walking talking dogs, walking talking birds and more...but in my opinion... this should be changed.
After all secret chem hints are basicly useless to veterans and they can't share their knowledge since of the "secret chem" rule.
But... what if veterans cannot use the same trick everytime to get the secret chem....
WHAT IF... we take ideas from other systems where things change all the time.
Like wiring on the doors or most importantly... THE OTHER SCIENCE DEPARTMENTS.
Art science there are many ways to activate and get effects...
Tele-science needs to be calibrated every time before you can abuse it.
So.. why can't secret chems have randomized numbers of units???
Insted of (Not actual chem):
-10 U of X
-20 u of Y
-10 u of Z
- 30 u of A
Becoming 40 u's of Secret Chem.
It becomes something more like
- 3 - 10 u of X
- 5 - 20 u of Y
- 3 - 10 u of Z
- 15 - 30u of A.
Wich still gives 40 u's of secret Chems.
This is just an idea.. but I think the implementation might break the chemical system....I am not a dev. But the idea will make sure that no secret chem is made within 3 mins, but the scientist has to actually science out the correct amount of units to get the reaction every time. Heck even secret chem hints can now say: "You need between 5-10 units to make this chem" Or maybe one flat out gives you an answer how much you need for that shift.
It just makes chem science more chemical... and now secret chemicals have to be rediscovered everytime.
Does this make sense to some degree?
Note it can also be just 1 chemical component can be randomized in units. Not all of them XD
Infact.. the system was invented so people have to go out and discover things, despite the risks, like true scientists.
But again... once someone knows this.. they can make it every shift safely and do whatever with it.
This is how we get walking talking cats, Walking talking dogs, walking talking birds and more...but in my opinion... this should be changed.
After all secret chem hints are basicly useless to veterans and they can't share their knowledge since of the "secret chem" rule.
But... what if veterans cannot use the same trick everytime to get the secret chem....
WHAT IF... we take ideas from other systems where things change all the time.
Like wiring on the doors or most importantly... THE OTHER SCIENCE DEPARTMENTS.
Art science there are many ways to activate and get effects...
Tele-science needs to be calibrated every time before you can abuse it.
So.. why can't secret chems have randomized numbers of units???
Insted of (Not actual chem):
-10 U of X
-20 u of Y
-10 u of Z
- 30 u of A
Becoming 40 u's of Secret Chem.
It becomes something more like
- 3 - 10 u of X
- 5 - 20 u of Y
- 3 - 10 u of Z
- 15 - 30u of A.
Wich still gives 40 u's of secret Chems.
This is just an idea.. but I think the implementation might break the chemical system....I am not a dev. But the idea will make sure that no secret chem is made within 3 mins, but the scientist has to actually science out the correct amount of units to get the reaction every time. Heck even secret chem hints can now say: "You need between 5-10 units to make this chem" Or maybe one flat out gives you an answer how much you need for that shift.
It just makes chem science more chemical... and now secret chemicals have to be rediscovered everytime.
Does this make sense to some degree?
Note it can also be just 1 chemical component can be randomized in units. Not all of them XD