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tristan1333

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Posts posted by tristan1333

  1.  

    I have a few ideas:

    1. A Nuclear Engine with cooling rods. Dipping the rods produces less power, but increases the safety/decreases the destruction due to malfunction. Raising them increases the power/increases the destruction. Furthermore, the rods would have to be checked throughout the round to ensure they are optimal, else a malfunction occur. It'd be an engine with a little bit of playing room, gives the engineers something to do over the course of the round, and can be potentially devastating if misused.

    2. For the mechanic, I think it'd be cool if they served more customization roles. I made the pod paint, but I think adding decals that can be colored to the mechs would be cool too. I've got sprites for them, and meant to code them in, butlazy.

    3. I like the idea of circuit fires, but I think it'd be cool if knotted cables did that rather than straight up overpowering the system. I think it's BETTER that we encourage engineers meme out the power grid as much as possible, and don't punish them for achieving god tier power. Also, ontop of this, random knotted cables appear in maint, so a picky engineer might want to go into maint and fix those.

     

  2. I think science needs to be made dangerous, especially if we're going to keep the current "copy X from database" type stuff with how it currently runs. Basing certain destructive reactions according to the reliability of a component perhaps. Hell, just so long as there is something that throws a spanner in the works would be great. Maybe needing to go and do a certain scientific thing to advance to a certain level. Maybe it causes anomalies to appear on the station rather than them being completely random events. Bluespace anomalies from sciences would be hilarious, albeit, would need to be kept in line.

  3. I don't think we want number changes or stat buffs for species. These are the height of uninspired gameplay. If we want species to be unique, they need some sort of unique mechanic, that isn't Vox Leap or ventcrawl. I've thrown this idea around before. Examples: Unathi have strong resistance from infections. if they get an infection, they start REALLY being messed with. Vomiting, seizures, drooling, and all that nasty stuff. They'd have a toggle ability to be able to push people 1 tile when they strike them. As for stats, eh, I don't care about the stats to balance it out as the cool mechanics. Vulp/Tarj might be lit on fire if they take X fire damage from 1 source of damage. I can't think of any interesting countermechanic to that though so. But yeah, I think extreme mechanical changes, that aren't Vox Leap or vent crawl, should be considered for race changes, not just changing stats and some weakness to a food item.

  4. Well, really, the people who played here a long ass time ago, CAN compare whether or not paradise is better to their own tastes. And for a considerable amount of people, they agree, it was better. Feweh didn't come in screaming "FUCKIN' 4RRIES". If you just disregard his point and say "fuckin' reddit...." well we're going nowhere aren't we? You're just reinforcing their points and ideas about paradise.

  5. I'm pretty sure wire touching got removed tully, I seem to remember touching the wires not to be shocked, definitely use to though. Cutting them and whatnot still does though. Also, I think most people's point towards Vulp and the furry stuff is that we already had a race for them, then another one with better "furry aesthetic" was added. idc either way, but I'm pretty sure that's the point.

  6. recalculating as it goes is probly bad performance wise really, I think it'd be wiser to instead reach the destination, and calculate once it reaches that spot. If it gets blocked, it can calculate again also. That way it isn't just constantly calculating a path

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