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Science Department design document #535
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Removed placeholder text. Added new design pillars and desirable features that best describe the intended science gameplay experience.
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Replicating the thing that was said in discord - document probably should include some words about very close relationship of department with silicons (and all thats mechanical? maybe some neat xenobots related stuff? :godo:) |
Fildrance
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Well done, i dont really feel like there is too any good thing to be added.
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Maybe we can make it better if we will add some details about what is expected progression of department gameplay - what IS early-game, mid-game, late-game? |
iaada
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I like the direction. The "desirable features" section is strong and the pillars feel good.
My only disagreement is the framing of research vs. development. The first pillar places research ("advancement of technology") as most important, while interjecting that it's not always about research ("Robotics or Cybernetics"). Development is then placed in the second pillar, which I read as a passive benefit where improving the station takes no real effort (just print off from a lathe).
| ## Objectives | ||
| > What is this department's objective when it comes to the round? Do they have a unique failure condition? If so, what is it? How does this department's objectives interact with the rest of the station? | ||
| ### 1. Research and development | ||
| First and foremost, the focus of the Science Department (excluding specialized subdepartments, such as Robotics or Cybernetics) is the discovery of new technologies. All aspects of science-related gameplay should consequently tie back to scientific advancement within the current round. |
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This feels like starting on the back foot. "The focus of the science department is research, except for when it's not." I think the subdepartments should be reframed as part of the new technologies and advancements that science provides. The "Development" part or R&D.
| > Each mechanic should have its own subheading and should contain a *short high-level* overview of the mechanic and how it is used by this department. Each mechanic should also link their associated design document as the subheading. | ||
| ## Desirable features | ||
| - *Scientific research should never be dull*. Satisfying gameplay activities and puzzle solving, coupled with elements of randomness and a desire to see those research progress meters fill, should keep players engaged throughout the shift. | ||
| - *Unlockable technologies should be engaging*. Research needs to offer meaningful choices and meaningful rewards. Low-effort technologies, such as ‘better power cells’ and ‘hydroponic tables’, need to be done away with. New tools should not simply be items that can already be found on the station but with slightly better numbers., |
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| - *Unlockable technologies should be engaging*. Research needs to offer meaningful choices and meaningful rewards. Low-effort technologies, such as ‘better power cells’ and ‘hydroponic tables’, need to be done away with. New tools should not simply be items that can already be found on the station but with slightly better numbers., | |
| - *Unlockable technologies should be engaging*. Research needs to offer meaningful choices and meaningful rewards. Low-effort technologies, such as ‘better power cells’ and ‘hydroponic tables’, need to be done away with. New tools should not simply be items that can already be found on the station but with slightly better numbers. |
| ### Mechanic_Placeholder2 (Not Implemented Yet) | ||
| > Mechanics that are unimplemented should be marked with (Not Implmented Yet) and should link the associated design proposal if it exists. | ||
| ## Interactions with Silicons | ||
| The Science department is responsible for building, maintaining, and upgrading currently active Silicons. However, the department is not responsible for directing/managing the activities of the Silicons; all crew members have a role in this. That said, the Science Department will have tools available to them that will allow limited monitoring of Silicon activity, and the ability to disable them if required (for example, if a Silicon has malfunctioned, or has been deemed to have ‘gone rogue’). |
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This last line conflicts with the current direction of silicons, namely #41834
Removed placeholder text. Added new design pillars and desirable features that best describe the intended science gameplay experience.