12-30-2012, 03:07 AM
Let's just stick to plants, alright? I know I was the one to bring up bees before, but...well, we know how that turned out. The more we focus on the core aspects of hydroponics, the better. With that said, let me address a few things...
There nearly isn't enough time in the average round to make a considerable contribution to the station as a botanist, nor is there enough time to fuck around as one either - doubly so if you have objectives to complete and things start going to hell before you can get the seed vendor hacked.
That considered, I can see why players want it to be easier to do the latter two and take a rain check on the first point. Though in this instance, it's not impossible to fulfill the first two with some tweaks here and there. Mind you, there do exist botanists who aren't concerned with mutations or drugs.
I am still vouching for my /tg/-inspired "different nutrients = plant traits" nutrition system as a way to bring back trait-specific mutations of a plant's genes (like changing yield, potency, growth time, etc.) and also enforce more co-op between departments.
And because all you do now is just water plants or chop up the occasional weed and that's just boring. Even so, people find that task too troublesome already. I'd ignore those people, myself. Giving the botanist more to do with his actual job would be a good change of pace for an otherwise chill position.
I guess I should summarize things I'd like to see. Maybe some of you want to chime in on them:
There nearly isn't enough time in the average round to make a considerable contribution to the station as a botanist, nor is there enough time to fuck around as one either - doubly so if you have objectives to complete and things start going to hell before you can get the seed vendor hacked.
That considered, I can see why players want it to be easier to do the latter two and take a rain check on the first point. Though in this instance, it's not impossible to fulfill the first two with some tweaks here and there. Mind you, there do exist botanists who aren't concerned with mutations or drugs.
I am still vouching for my /tg/-inspired "different nutrients = plant traits" nutrition system as a way to bring back trait-specific mutations of a plant's genes (like changing yield, potency, growth time, etc.) and also enforce more co-op between departments.
And because all you do now is just water plants or chop up the occasional weed and that's just boring. Even so, people find that task too troublesome already. I'd ignore those people, myself. Giving the botanist more to do with his actual job would be a good change of pace for an otherwise chill position.
I guess I should summarize things I'd like to see. Maybe some of you want to chime in on them:
- Tweaks to: Mutation criteria, growth mechanics, seed splicing
- New mechanics: Nutrition system, chemically-induced genetic modification
- New tools: Seed tool, pesticide, watering-can bot?
- New items: plant grafter, biolathe (autolathe that makes organic items)
- New plants: fibre plant, lumber plant, buttload of new crops, mutations for existing crops