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Current chemistry's main probable issue
#2
I do not think chemistry is the most directionless position in all of the game.
That one goes to Toxins.

My biggest issue with chemistry is it's super complicated with a lot of hilarious results.
But it all takes time....

If I want to make a chem, I will take all my shift time perfect the chem. But if someone wants a chem from me... and I have no idea how to do it. It would take me 10 mins to get it going.
The right chem mixes and tempratures and everything takes so much time and actions.... So if someone asks stypic of me. I'd look it up and take my time making it.
Someone wants cleaner chems? Takes me a lot of time.

If a veteran is around 9/10 will they take the order and be done with it in 2 mins.

The only department that I am slower with requests is botany.. but that's cause botany is a slow start.
Same with ranchers.

Chemistry is litterly your knowledge of it gives you a huge boost as well as macros you preset in game.
And this is what I think the biggest problem with chemistry lies.

It has to be both supportive and doing your own thing.
Unlike other departments... doing your own thing will improve the station and atomsphere. (Even you silly weed growers of botany, you get to sell your weed for cargo)

But chemistry? Unless it's a chem that does something big, mostly no one cares.

And then we got toxins... why would anyone want to do toxins unless you want to make bombs or big burns?
Engineering don't need you to develop the biggest burns, they do that themselves.
We don't need the biggest booms... that's for antagonists.
So if a scientist goes to do toxins.. you are branded a possible antagonist by default.

With chemistry.. it's something goofy, useful or painful.

Overall.. the problem lays that a lot of science basically is there for experimentation... but if you want each department ranked for usefulness for the station it goes like this:
- Artsci (makes money , has trackable stats)
- Chemistry (it's a swis army knife of things)
- Telesci (Can be used to save people and have fun Azones with loot that helps the station)
- Robots/DWAINE programming (Forgot about this one? Most do, but it always benefits the station or makes antagonising things.Least used since it's very limited and very difficult to get into)
- Toxins (Doesn't benefit anyone on station... it favors antagonism.)
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RE: Current chemistry's main probable issue - by Kotlol - 05-22-2024, 04:05 PM

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