10-16-2012, 10:24 PM
RedbeardRum Wrote:[*]If inaprovaline & dylovene were brewable in chemistry, that'd make a lot of the beneficial things easier, and wouldn't force the scientists to burn their way into medbay every round. Alternatively, in the new map, if there is going to be one at any point, perhaps if botany/chemistry/medbay were close together, so that the botanists would consider growing shit for them?
When I'm botanist I don't mind making herbs-- you get a fantastic return per seed-- it's just that the process of turning them into medicine and delivering them is a pain. A few little changes could help-- giving botany a Chemmaster to make bottles & allowing botany the ability to dump a satchel into the extractor to mass extract, just to take a few steps of tedium out. Then, some better method of delivering to chem (since there's no simple way to get there). Alternatively, giving chem an extractor and letting them extract from the leaves, since they have many more beakers.
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- A personal request - more annoyingly complicated recipes like Grog. It's always fun spending days trying to figure them out! With a couple of hints, though. eg. A chemical, that when combined with working stable mutagen, would guarantee superpowers if the SE being transferred to the person has any superpower blocks activated.
let's hope if more complicated stuff is added it doesn't bring back the obnoxious cliquishness of old chem. already some scientists have become real dicks to everyone else in pursuit of grog