02-26-2026, 09:26 AM
another idea: department goals
each department gets a few goals every shift (science - make X of a specific reagent; botany - sell X produce; mining - sell X ores, etc.)
once a department's goals are met, QM gets the ability to order a few COOL DEPARTMENT ITEMS (2-3 for the first order) then it goes on cooldown, before those items are buyable again.
anyways here's some more qm item ideas for each department:
Botany - UV work light (an UV variant of the work light that lights up a 3x4 space in front of it)
Mining - Blast shield (one-handed "shield" that gives you increased explosion resistance when blocking with it. would be funny if it could theoretically let you tank a TTV)
Mining - Radiation dampener (device that, when active, actively reduces radiation in an area (de-greens items, lowers rads on people inside, makes radioactive ore not irradiate people)
Medical - Multi-tank Hypospray (akin to the cyborg hypospray, but instead of regenerating, you get 3 separate tanks you can switch between)
Medical - Medical Stress Ball (every squeeze gives a very small BRUTE and BURN heal as you squeeze styptic and silver sulf out of it)
Engineering - Mechanical Gloves (insuls with a built-in multitool and an upgraded sparks special)
??? - Nano-Sticker (nanoloom maps only. automatically slowly repairs any clothes it is attached to)
Civilian - Mechani-coin (when put into a vending machine, buys a random item for free. may be used for mischief with access locked vendors like sec gear or the armory ammotech)
Civilian - Booster Boots (when filled with combustible reagents, gives you a dash ability that speeds you up for ~2 seconds and leaves a quick decaying trail of fire)
??? - Wasteman's Whammer (1 clip size, one handed break-action that accepts only scrapshot)
each department gets a few goals every shift (science - make X of a specific reagent; botany - sell X produce; mining - sell X ores, etc.)
once a department's goals are met, QM gets the ability to order a few COOL DEPARTMENT ITEMS (2-3 for the first order) then it goes on cooldown, before those items are buyable again.
anyways here's some more qm item ideas for each department:
Botany - UV work light (an UV variant of the work light that lights up a 3x4 space in front of it)
Mining - Blast shield (one-handed "shield" that gives you increased explosion resistance when blocking with it. would be funny if it could theoretically let you tank a TTV)
Mining - Radiation dampener (device that, when active, actively reduces radiation in an area (de-greens items, lowers rads on people inside, makes radioactive ore not irradiate people)
Medical - Multi-tank Hypospray (akin to the cyborg hypospray, but instead of regenerating, you get 3 separate tanks you can switch between)
Medical - Medical Stress Ball (every squeeze gives a very small BRUTE and BURN heal as you squeeze styptic and silver sulf out of it)
Engineering - Mechanical Gloves (insuls with a built-in multitool and an upgraded sparks special)
??? - Nano-Sticker (nanoloom maps only. automatically slowly repairs any clothes it is attached to)
Civilian - Mechani-coin (when put into a vending machine, buys a random item for free. may be used for mischief with access locked vendors like sec gear or the armory ammotech)
Civilian - Booster Boots (when filled with combustible reagents, gives you a dash ability that speeds you up for ~2 seconds and leaves a quick decaying trail of fire)
??? - Wasteman's Whammer (1 clip size, one handed break-action that accepts only scrapshot)

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