Re name/classify the science packs

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

Post Reply
User avatar
BLuehasia
Long Handed Inserter
Long Handed Inserter
Posts: 80
Joined: Tue Dec 30, 2014 2:13 am
Contact:

Re name/classify the science packs

Post by BLuehasia »

I was really thinking that the potion science packs should be redone as CPU chips and the science stations are really super computers that we feed the CPU chips into. the science stations burn up the chips in its calculations so it needs new ones always added.


had this thought the other day, really like this myself since it makes a lot more sense than potion science packs

Grossen
Burner Inserter
Burner Inserter
Posts: 17
Joined: Tue Oct 11, 2016 5:46 pm
Contact:

Re: Re name/classify the science packs

Post by Grossen »

So, just a graphical change for the science pack visuals, I am totally for this, apart from making sense I think it would look cool.

Roxor128
Fast Inserter
Fast Inserter
Posts: 163
Joined: Sun Oct 02, 2016 9:48 am
Contact:

Re: Re name/classify the science packs

Post by Roxor128 »

That would fit in with the "retrieve the crashed ship's computer" mission in the campaign.

Anyone
Long Handed Inserter
Long Handed Inserter
Posts: 70
Joined: Mon Apr 25, 2016 11:02 am
Contact:

Re: Re name/classify the science packs

Post by Anyone »

I second this. Everything about science always makes me feel like I'm running around, handing out potions.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12888
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Re name/classify the science packs

Post by ssilk »

For a test: One can make the graphics and the other writes the entity prototype changes to make a mod out of it. It's really that simple.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

User avatar
AileTheAlien
Fast Inserter
Fast Inserter
Posts: 219
Joined: Sat Mar 11, 2017 4:30 pm
Contact:

Re: Re name/classify the science packs

Post by AileTheAlien »

Boo-urns! I like the current potions!

User avatar
Ingolifs
Long Handed Inserter
Long Handed Inserter
Posts: 81
Joined: Fri Mar 17, 2017 3:18 am
Contact:

Re: Re name/classify the science packs

Post by Ingolifs »

AileTheAlien wrote:Boo-urns! I like the current potions!
Me too. Although from a material standpoint, copper + gear = red potion doesn't make any sense, from a gameplay abstraction viewpoint, the potions are probably the best way to represent the concept of science. We already have quite a number of computer-chip looking things.

User avatar
Lav
Filter Inserter
Filter Inserter
Posts: 384
Joined: Mon Mar 27, 2017 10:12 am
Contact:

Re: Re name/classify the science packs

Post by Lav »

AileTheAlien wrote:Boo-urns! I like the current potions!
I liked the potions in 0.14.

You had a health potion, stamina potion, mana potion and restoration potion.

Even their recipes started making sense as soon as you understood that you're dealing with alchemy, not science:

1. Copper and iron gear for health potions: copper for nerve system, iron for blood, and gear as the symbol of Omnissiah.
2. Inserters and belts for stamina potion, as perfect symbols for movement and agility.
3. Mana potion was more complex: battery for energy, red circuits for brain activity, filter inserter for the ability to think and decide, and steel to represent the indomitable will one must have when dealing with the arcane.
4. Finally, restoration potions were made by destroying the filthy xenos. There's no greater deed, and there's no greater reward.

leoch
Fast Inserter
Fast Inserter
Posts: 135
Joined: Fri Dec 16, 2016 9:37 pm
Contact:

Re: Re name/classify the science packs

Post by leoch »

It's not science. It should be renamed magic research.

Post Reply

Return to “Ideas and Suggestions”