09-08-2022, 06:09 PM
(This post was last modified: 09-08-2022, 06:10 PM by Washbasin. Edited 3 times in total.)
(09-04-2022, 11:51 AM)DioChasek Wrote: The seed fab energy limit recharges so long as it has a powered apc, and only takes like 30 seconds to do so. I would propose a much more drastic approach since oh no 30 seconds more to make my hell mix isn’t exactly a huge deterrent.Sounds like a complete pain for the chemists though.
I was leaning more towards each chem station has an allotment from the research budget every say 100 units equals a certain amount of credits. You wanna blow your budget on stupid chems better be ready to find a way to make some cash for your department.
As far as upgrading it using mining to be more efficient maybe I dunno sounds like a system much like current mat science that hardly anyone uses, and has the potential to break things.
HOP, Captain, AI, Cyborgs, or anyone with AA can just instantly disable chem by embezzling, random staffy breaking in can just waste all the budget, traitors make their hellmixes with all the budget while everyone else is punished.
Even if you run out of money by doing normal chem stuff, what then? Do you need to spend your hard earned creds? How?
And what does this mean for the mechanics who make their own chem dispensers?
You can go playing chem completely normal, then get punished for some other scientist wasting the resources, that isn't fun.