Content Suggestion Chemical Skill System

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What does this suggestion change/add/remove:

It adds a new separate skill system for chemicals, similar to cooking and scavenging levels.
What would this skill do? Here are a couple ideas I had in mind which can be decided on
individually or altogether.
  1. Improves the speed at which your chemicals combine within Beakers, Bunsen Burners, Vacuum's & Centrifuge's.
  2. Improves the speed at which you identify unknown chemicals through the Microscope.
  3. Reduces the cost of chemicals by 1-5% per 10 levels.
  4. Reduces the cost of flasks, beakers & vials by 1-5% per 10 levels.
  5. At max level you can identify the contents of an unknown chemical flask if it contains a single chemical.
  6. At max level you have a 1-5% chance of acquiring an extra chemical flask from surface chemical containers
What gives skill experience for chemicals?
  • Combining chemicals together through Flasks, Beakers, Bunsen Burners, Vacuum's & Centrifuge's.
  • Sampling SCP's and extracting their samples into Flasks or Beakers. (Researchers get Chemical EXP through proximity of a sampling D-Class)
  • Selling created chemical combinations to a Pharmacist NPC.

Has something similar been suggested before? If so, why is your suggestion different?:

Completely unsure if it has been or not.

Possible Positives of the suggestion (At least 2):
+ Allows for better creation of chemical combinations and substances through a new unique skill progression.
+ Adds benefits for individuals who dedicate their time with chemical creation for their respective departments.
+ Saves time on chemical creation, which for most individual sessions can be over an hour long.
+ Increases interaction with Researchers, D-Class & SCP's.

Possible Negatives of the suggestion:
- Development time
+/- Possibly encourage researchers to do more sampling tests which could be good or bad, depending on your point of view.

Based on the Positives & Negatives, why should this suggestion be accepted:

It adds an entirely new skill for players to level up in, which at the time of writing is only two total. Chemicals are a significant portion of the server and I believe they deserve a little more love.
 
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I feel like this could be something to be looked into AFTER an unlikely, plausible rework to the entire chem system. Currently, all this would do is add more complexity to an already complex and somewhat boring system, which could reduce the RP potential of chemicals. Sure, there isn’t exactly a downside outside of devtime that I can see, and I don’t see how this would DIRECTLY harm RP within the server, but I think focusing on the roleplayability of chems on the server should be the focus of suggestions like these.

+Support for the addition, but should not be prioritised.
 
I feel like this could be something to be looked into AFTER an unlikely, plausible rework to the entire chem system. Currently, all this would do is add more complexity to an already complex and somewhat boring system, which could reduce the RP potential of chemicals. Sure, there isn’t exactly a downside outside of devtime that I can see, and I don’t see how this would DIRECTLY harm RP within the server, but I think focusing on the roleplayability of chems on the server should be the focus of suggestions like these.

+Support for the addition, but should not be prioritised.
tbh, with a few additions, I do think the chemical system is generally pretty good and can be interesting. It's just a combination of everyone using OOC recipe sheets and the existence of combat chems as a whole that are majorly holding it back. Outside of that, it just could do with a bit of expansion
 
Just what this server needs. More chemical rp.
// TG flag on for sampling
// TG flag on for sampling
// TG flag on for sampling// TG flag on for sampling// TG flag on for sampling// TG flag on for sampling// TG flag on for sampling// TG flag on for sampling// TG flag on for sampling// TG flag on for sampling
This could be massively improved by removing combat chems that people use constantly and need to replenish. Chemicals should mainly be there for research and general RP, not combat. I want more stuff like amnestics and medical stuff, not the 40th way to make you faster and the 50th god chem combo.
 
Has something similar been suggested before? If so, why is your suggestion different?:

Completely unsure if it has been or not.
It's not really the same or similar? But there was this
Which sought to add efficacy bonuses to created chems depending on the RSD job used to make them.

And that was denied for
Content believe this would increase the accessibility of chems, reducing their overall value and effectiveness.
Which IMO is not a reason I agree with, especially as it sidestepped a lot of what the suggestion was about - But the given logic also applies here, since this would invariably be increasing chem accessibility. I feel like... If a change like this makes chems too accessible, then make chems slightly harder to make. Make it more time-consuming at first, then have these buffs gradually overcome that and then some.

In terms of improving chem mechanics, I honestly like this suggestion more over that one - Although the entire point of that suggestion was to add more value to RSD jobs, especially as kidnap targets.

The ramifications of both of these ideas overlap significantly and in the absence of a defence against the given reasoning, CT may likely give that same reason to deny this.

+Major Support
 

Sindrathion

Well-known Member
Nov 4, 2024
21
9
41
Im in the middle on this.

Would be cool but also first they need to remove combat chems before any other changes. Sampling is literally fun for no one and has no rewards for anyone involved except the person getting the chems.