rules:research
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| rules:research [2024/03/06 15:18] – mochtire | rules:research [2024/03/06 19:04] (current) – mochtire | ||
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| - | **Research serves | + | **Research serves |
| - | - Create new blueprints for crafting | + | |
| - | - Expand the known science available for blueprints | + | |
| - | The two cases work slightly differently.** | + | - **Create new blueprints for crafting** |
| + | - **Expand the known science available for blueprints** | ||
| + | - **Develop new skills** | ||
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| + | **The three cases work slightly differently.** | ||
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| As with a blueprint project, talk to the game team before you start. We need to know if you're trying to find out something specific for a clear purpose (can I make a forcefield using this anomaly?) or if you're just prodding at things and seeing what happens. the former might lead to a blueprint for a device, the latter will most likely open up more options for specific research. There are no real red lines for science research unless the goal is a blueprint that crosses one.** | As with a blueprint project, talk to the game team before you start. We need to know if you're trying to find out something specific for a clear purpose (can I make a forcefield using this anomaly?) or if you're just prodding at things and seeing what happens. the former might lead to a blueprint for a device, the latter will most likely open up more options for specific research. There are no real red lines for science research unless the goal is a blueprint that crosses one.** | ||
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| + | **Much like expanding scientific knowledge, this can be a vast area to play around in. You should always start off by running your idea past the game time, and be mindful of the red lines listed below. Developing a new skill may attract a credit cost depending on what the skill is, and the game team may require certain activities or mini mission to be carried out during uptime.** | ||
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rules/research.1709738294.txt.gz · Last modified: by mochtire
