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feat: entropy stages initial design #329

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@github-actions github-actions bot added Design Related to design documentation for Space Station 14. English labels Oct 23, 2024
@Fildrance
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Possibly add anomaly interactions for lowering or slowing down entropy.
Server 'eating gas' is wierd.
Cooling gases is very easy as it is now. It might be just not mattering much, as cooling down to zero might be question of 2-5 minutes (with RPD especially).
Need to add exact numbers for tables... need to add formula for tech cost

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Kadeo64 commented Oct 24, 2024

So you make research more expensive, and then the only way to make it less expensive is to rely on salvage, which is a gamble in and of itself, or to rely on engi, who are most likely going to be dealing with something else, and probably already dislike science as it's a power intensive department already, with the added 'bonus' of research taking more time?

and the only benefit is 2 tier 3 disciplines.. (which, like, speed boots + arsenal might be useful during war ops, but tier 3s can't really combo all that much.) (edit: No, microreactor cells + svalinn is not a very good combo. high caps are better for svalinn, and if you want an auto-charging laser pistol go ask sec for a ALP you already have t3 arsenal if you have a svalinn)

Cooling gas is an interesting idea but IMO it should not be a direct intake system, more like based on the temperature of the air around it (like real server rooms, but exaggerated since real server rooms are never freezing cold.), since most server rooms are already equipped with a freezer setup. To prevent just spacing server room make it shut off at low pressures, easy.

Also, most rounds last like, an hour. Science doesn't really get a lot of time to mess with tier 3s already unless they specifically rush one, and even then you're at salvage's mercy to collect the resources you need for it. This just exacerbates those problems, I think.

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