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The future of NT

Discussion in 'Public Staff Forum' started by Virgil, Jul 20, 2018.


What do?

Poll closed Jul 27, 2018.
  1. Keep research as NT only

    3 vote(s)
  2. Keep NT and involve other corporations in research

    6 vote(s)
  3. Keep NT and involve EC in research

    2 vote(s)
  4. Keep NT and involve both EC and other corporations in research

    5 vote(s)
  5. Remove NT entirely and make research EC only

    2 vote(s)
  6. Remove NT entirely and make research other corporations

    0 vote(s)
  7. Remove NT entirely and make research EC and other corporations

    1 vote(s)
  1. Virgil

    Virgil Senior Administrator Game Administrator

    Recently the question of "what do we want to do with research" was brought up.

    I've decided to do a staff poll on the matter and use the results to influence my decision on what will be done with NT and the research department. I'm personally entirely neutral on the matter.
  2. Loaf

    Loaf Retired Staff

    Is there any actual reason to keep NT other than nostalgia? They're a generic faceless megacorp shoehorned into the Torch to its detriment solely so people don't have to find and replace the name in their character's backstories.
  3. Chinsky

    Chinsky Retired Staff

    Mostly for thosr people.
    I say leave them specialistvlabs, but steal xenoarch for EC
  4. F-Tang Steve

    F-Tang Steve Developer Serpentid Species Maintainer

    If we're going to have a corp it should at least be one with some flavour I think. NT is bland and far too generic to be interesting.
    Spookerton likes this.
  5. ThatOneGuy

    ThatOneGuy Retired Staff

    Personally I prefer the idea of allowing choice of corps, but that can be with or without NT. I don't think NTs presence necessarily dictates whether the setting aboard the ship is good or not.
  6. F-Tang Steve

    F-Tang Steve Developer Serpentid Species Maintainer

    Shameless plug of Xynergy
    ThatOneGuy likes this.
  7. Sabira

    Sabira Donator

    We need to tread carefully here to ensure that we accomplish more than just making a bunch of people upset. We're running out of players.
    ThatOneGuy and F-Tang Steve like this.
  8. Miraviel

    Miraviel Retired Staff

    Keeping NT and involving other corporations could work wonderfully but I think we barely have the players to have an RD-Senior-Scientists chain already. Further fragmentizing research might make NT disappear altogether because it is indeed not very fleshed out.

    I think either keeping them homogeneous or adding EC is the way to go, though I'd keep them homogenous. The NT players I talked with play NT mainly because they don't have to deal with uniformed personnel and if we let them in, they (the NT players) might just stop bothering with playing anymore.

    I believe anomalies need to be spiced up and xenoarcheology to be better documented to make research more popular. There is a want to play science but no incentive. Anomalies are usually a pain to activate and 90% of the time the reward is dying to them.

    I have ideas and been working on making anomalies more interesting, encouraging the explorers more to touch dangerous rocks - if they help you deciding in NT's future, I can draft them up.
  9. F-Tang Steve

    F-Tang Steve Developer Serpentid Species Maintainer

    Who is going to code the anomaly stuff ?
  10. ParadoxSpace

    ParadoxSpace Mr. Roboto

    NT is there solely as a reservation for people who refuse to interact with the rest of the setting at large and the rest of the people that play it. It's shoehorned, it's hardly defined as an entity with goals and what it does, and it attracts insular play that doesn't mesh well with everything else.
    I don't see much reason to keep it.
  11. F-Tang Steve

    F-Tang Steve Developer Serpentid Species Maintainer

    Because people like it and want to play it.
  12. ParadoxSpace

    ParadoxSpace Mr. Roboto

    Entirely irrelevant.
  13. F-Tang Steve

    F-Tang Steve Developer Serpentid Species Maintainer

    How the heck is that irrelevant? People like it and like to play it. It's not hurting anything. I'd be happy adding an additional or more corps to it but I don't think taking it away adds any value from that perspective.
  14. ParadoxSpace

    ParadoxSpace Mr. Roboto

    The department is built on a foundation in which it'd be an understatement to call it cracked, much as Marines. It's a tumor, benign or not. It's solely there for nostalgia, nostalgia we'd be better off forgetting.
  15. F-Tang Steve

    F-Tang Steve Developer Serpentid Species Maintainer

    I didn't agree with removing marines either.

    List the distinct community benefits of removing NT.
  16. Miraviel

    Miraviel Retired Staff

    It would not be a big overhaul since we do have working anomalies already. It would be just adding some stuff to the already existing roster that has a reasonably high tech level (level 5 and above) to make them worth hauling in and putting them into the destructive analyzer.

    It needs more of an administrative job than coding. I am writing a list of currently possible techs with their tech levels and what levels you can reach with exotic materials. To see what our "endgame content is" (read: for medical it is an improved laser scalpel, for engineering, it's super-conductive coil, for exploration it's night-vision rig module, and so on) and to see what we are lacking.

    What I see is that science currently can:

    - upgrade machines
    - doesn't really affect the game unless it's the shield generator or the organ printer

    - hand out improved tools
    - doesn't really affect the game since all departments are spoon-fed from the get-go

    The first one could be changed by having other machines improved (for example, sleepers) but that is a bigger project I would not touch for now.

    The second one is fun for the other departments, not so much for science. Science needs toys to play with and items that make other departments go "whoa" at the same time. The night-vision rig module is one of them, if there was a goggles version with a high enough tech level, I think explorers would be in love with NT. Other strong but hardly achievable objects like that. Maybe craftable armour for security like legguards (same as from supply).

    In practice, some xenoarch objects would have high tech levels or anomaly samples would do the same. That would let science craft stronger stuff for other departments. This would need some serious balancing because science can and does always end up as the powergaming department, we would have to aim a bit below that.

    As for the own-scientist-toys, it would be random component data disks - the ones that store exactly one recipe. One or two per away mission site. These recipes should be stuff that is otherwise unattainable, I don't know, spike thrower, honkbot, anything you can find in a code and wouldn't be too game-breaking. (And possibly not weapons but can be).
    ThatOneGuy likes this.
  17. F-Tang Steve

    F-Tang Steve Developer Serpentid Species Maintainer

    It's always a coding job though. Ideas without a coder aren't going to change anything b
  18. Miraviel

    Miraviel Retired Staff

    I can code this much but I won't get started on it until this entire thing is sorted out. I also want to get more experience in our current xenoarcheology mechanics to see which parts of it needs a boost.
  19. F-Tang Steve

    F-Tang Steve Developer Serpentid Species Maintainer

    @Eckles what if you wrote some lore for NT?
  20. Eckles

    Eckles Senior Administrator Game Administrator Skrell Species Maintainer

    Personally I am of the opinion that NT is just a coat of paint. It doesn't really mean much than 'dodgy corporation.'

    That being said.

    What changes would you like to see that are different from the current NT lore: