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Xenobiology is slow, repetitive and prone to RNG (getting favorable splits).
Science Chemistry doesn't have a real purpose besides testing exotic chemicals.
E.X.P.E.R.I-MENTOR is, to put it nicely, pointless.
Desired Outcome
A new activity for Science that can be worked an entire shift.
It should promote departmental cooperation as well as going around the station.
It should promote experimenting with different methods, straying from R&D's shopping list gameplay.
It should have a purpose for both antagonists and non-antagonists.
It should not provide overpowered abilities. Science is already busted as it is.
Design
Vulnerabilities
Some machinery may be exposed to vulnerabilities, altering their behavior. Examples:
For airlocks, a backdoor to remotely pulse any wire or disable access requirements. On the flip side, a program to bolster an airlock's security measures (delayed unbolting for example).
Hackable crates and lockers. This would be a high tier vulnerability, in other words difficult to obtain.
APCs could have vulnerabilities that increase or decrease their throughput.
On round start, some machines spawn with low tier vulnerabilities - the Scientist has to walk around the station to hunt for them using a special tool.
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Originally written @ https://hackmd.io/@dearmochi/Science-Cybersecurity-Branch
Science Cybersecurity Branch
Foreword
Motivation
Give more variety to Science activities.
Desired Outcome
A new activity for Science that can be worked an entire shift.
Design
Vulnerabilities
Some machinery may be exposed to vulnerabilities, altering their behavior. Examples:
On round start, some machines spawn with low tier vulnerabilities - the Scientist has to walk around the station to hunt for them using a special tool.
TODO
Gameplay Loop
Non-Code Work
TODO
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