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Topic: SCP Beta 5 Issue Reporting
Page: « 1 [2] 3 ... 8 »
Read 7497 times  

66661612e0e1bsarge945

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I agree

The health system is very well designed.

66661612e1010ZylonBane

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Thoughts on making exploded Protocol Droids spawn a Diagnostic/Repair Module ("cheeseborger") into the world when the player has Cyber-Assimilation? Would make that OS upgrade slightly less useless.

66661612e1193voodoo47

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slightly odd, but not that much. wouldn't guarantee the drop though, there is an explosion involved.

66661612e1301sarge945

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RSD makes the OS Upgrade slightly less useless by always dropping the module, but requiring the upgrade in order to use them, so you can save them up for when you need them until you get the upgrade. If you don't get the upgrade, they are another useless junk item you can recycle for nanites.

They are still somewhat rare, but this mitigates that quite a lot.

Add a few into the world, and the distribution is about perfect.

To me that seems like a better approach than making protocol droids drop them. Especially since it incentivises you to purposely trigger protocol droid boxes, which seems backwards to me - you should be avoiding spawning more enemies, not deliberately farming them. They also spawn rather frequently on the Recreation deck, which might make them overabundant.
« Last Edit: 02. February 2024, 12:20:25 by sarge945 »

66661612e1609RoSoDude

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Protocol Droids explode into a bunch of little pieces; leaving an intact diagnostic/repair module seems a little ridiculous. The larger droids explode in such a way that leaves their hull intact, which could preserve their stored contents.

Particularly weird is the idea that it would be dropped only if you have a certain trait, which is supposed to give the ability to extract it from robot corpses. So, is the player just noticing that it exists now that they have a trait, or what?

66661612e1917ThiefsieFool

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Why not on turrets? Especially given the situation where laser turrets rarely drop anything and blast turrets don't drop anything.

Also, if you want to change how much health each monster gives you without creating new items, you can tweak the base cheeseborger heal value to something lower that acts as the multiplicand, then make different monsters drop bigger or smaller stack counts of cheeseborgers, by making them drop an object that inherits from the base cheeseborger, with a stack count set and name/look strings set to be the same as the base cheeseborger.
This way big bots can drop 2-3 cheeseborgers while smaller bots only drop 1.
And now that I think about it, this technique could also be used to make cheeseborgers that have a chance to be destroyed on spawn, so that for instance big bots always drop a cheeseborger, but smaller bots only have a chance of dropping one.

66661612e1a8dZylonBane

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So y'know how in Thief you can activate buttons with arrows, and in Prey you can activate buttons with the foam dart gun? Can anyone think of anything game-breaking that could happen if SS2 buttons were given the ability to activate when shot?

Now, I don't think this would be particularly useful, but it would be a fun way to round out the simulation.

66661612e1b9bvoodoo47

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game breaking no, but intended way of puzzle solving breaking yes - would allow the player to avoid half the acrobatics at the start of rick1, for example.

that said, sure why not, sometimes you just gotta have fun.

66661612e1c81ZylonBane

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Are you talking about the button to extend the bridge? That's only visible from inside the room it's in.

66661612e1d55voodoo47

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aha, true, you would have to use splash damage there.

66661612e1e4cZylonBane

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Actually now that I think about this, there are surprisingly few ordinary buttons across the entire Von Braun, and barely any that are visible from more than like six feet away.

66661612e1f61voodoo47

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very few large open spaces or long corridors - it's a spaceship after all. so yeah, I think this could be safely implemented, not much actual use but fun nevertheless.

I think you could pop the button that restores the lights after the rec2 closet assassin trap is sprung without having to drop to the lower floor, so there you go, a place where you could actually use this to your advantage.

66661612e20dbNameless Voice

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I can't help but think that shooting a button with a gun would just destroy the button instead of activating it.  But I guess they make their buttons out of something really sturdy in the future.
Acknowledged by: Chandlermaki

66661612e21e3ZylonBane

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They have the technology to make fusion-resistant cheese puffs. Bullet-resistant buttons are a piece of cake.

66661612e240etiphares4

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can't you make all the lights destroyable & also repairable by the player.. to round out the simulation?

66661612e2516ZylonBane

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I swear to god, before I die I must figure out whether this guy is a committed troll or just hopelessly neurodivergent.

66661612e27e3Nameless Voice

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They have the technology to make fusion-resistant cheese puffs. Bullet-resistant buttons are a piece of cake.

Sounds like you're saying that we should make snacks destructible.

66661612e28d2ZylonBane

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Blastable Snacks(TM) mod, coming right up.

66661612e29a3voodoo47

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and everything you destroy, yields one nanite.

66661612e2bbevoodoo47

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might as well go full pants on head on it.

66661612e2c9cNameless Voice

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I was more thinking they would explode in a shower of snacks, similar to what happens when you eat crisps in SecMod.

66661612e2d7asarge945

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everything in the game should explode into treats

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