Oxygen and Suits

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Oxygen and Suits

Postby magellan » Wed 30. Apr 2014, 20:20

Spacehamster wrote this:
2. Adaptive bodyarmor (Adaba) - honestly I liked the idea what it have 0 oxycap (like without spacesuits and they dies from air too) - you need to mix a top armor - with not-so-top-but-with-big-tanks spacesuits [It nice idea - armored spacesuits\small oxytanks, not-so-armored spacesuits\big oxytanks... wrong thread for that, whoops], but one pretty irritating thing - if this fellows, walking oxydudes, dies so dies a crew with Adaba. And not always player cunning enough to order aux. oxytanks. Oooh... Nevermind than everything I wrote about Adaba.


Adaptive bodyarmor having no oxygen was actually an oversight.
Right now it's the opposite: High grade armor has also more of oxygen.
But this got me thinking. High armor low oxygen vs low armor and high oxygen could actually be a neat thing for several reasons:
If spacesuits have more ox than layered forcefields It would be harder to run out of oxygen in the early game, and easier later on, when the player is more experienced.
There is a new nontrivial decision to make. Do I want to have max armor, or max endurance on this particular planet? (This should be automated. Not sure if it's better that you can just set your preference in space, and it stays that way until you change it, or a small menu each time you land (Opt Ox or Opt Armor)
Btw: I am still looking for a prefix/suffix name for an enhanced Oxygen suit. Any suggestions?
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Re: Oxygen and Suits

Postby magellan » Wed 30. Apr 2014, 20:26

Or maybe:
y/n question "Do you want to change armor preference?"
-> y: you can change it
-> n: stays the same

New command to change it while not landing on a planet.
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Re: Oxygen and Suits

Postby Jiamil » Wed 30. Apr 2014, 21:03

I think more variation in the suits would be a good thing.

I would combine your ideas: Make high armor have low oxygen but also add "explorer suits", maybe calld EEVA (Extended EVA), which have more oxygen like the basic model.
If you got several available suits and no preferences you would need to set up your away team in the inventory screen.
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Re: Oxygen and Suits

Postby Spacehamster » Thu 1. May 2014, 13:25

If you gonna make a small menu for landing... better for not landing but planet interact [Scan\Land\land at spot [Autoignores landings]\spacesuit settings\ Awayteam\ something different] but that will slow gameplay a bit [scan planet now and and will decrease hotkeys used... or increase - if hotkeys will be still in ranks. IMHO better to use prefs. in space [Maybe in awayteam menu but than most of players gonna be ignorant about it and ergonomical non-wise... well in truth most roguelikes not ergonomical at all so really it doesn't matter.]... or at system interact menu. That even better. And at awayteam screen too.

Better three variants:
Max. Armor
Max. Ox [
Balanced (Get middle in term of armor\ox. Maybe mix. with top armor and top oxysupply. Or middletieriest spacesuits with best attributes at both)
...
Or even four:
Better three variants:
Max. Armor.
Max. Ox .
Balanced.
Mixed.

Need fancy name too... nah - current informative enough.

EEVA P. Forcefield? Nah, not so good. Imp. PLSS P. Forcefield. Lame... Imp. Camo Imp. PLSS Thick Combat Armor :D Imp. Camo EEVA Thick Full Protective Suit. :|

P.S. Another not-gameplay wise complication - bonuses against diff. types damages - pirates uses laser\plasma? Forcefields. Critters with sharp claws and different ballistic weapons? Ballistic su... wait it don't make sense. Bad dangerous environment? Antienvo suits. etc. But that bonus need to be better than AV of good tier armor.
Adaba - just a hilarious high AV.
Sry for my engrish - i'm just a hamster :)

Space hamsters are never wrong!

Oh no! Its Wooly Rupert, the Tyrannohamstersaurus of Ill Omen!
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Re: Oxygen and Suits

Postby magellan » Fri 2. May 2014, 19:26

That would require damage types.
Prospector doesn't do damage types and trying to make it do damage types would require *major* work.

I am not entirely sure how a "neutral" setting for armor vs oxygen would look. Maybe add armor and oxy (and give more weight to armor, since it's values are 1-20 and oxy is in the hundreds. Oh look, excel is already running...)

But I just had another Idea! Spacesuits could get holes if you are attacked! And these holes would leak oxygen, increasing your consumption rate. Forcefields and adaptive bodyarmor could be immune to this.
new Item: Spacesuit sewingset to repair spacesuits while in the wilderness. Otherwise they get repaired when you start (Or maybe even when you are at the ship)
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Re: Oxygen and Suits

Postby SoPissd » Sat 3. May 2014, 02:33

magellan wrote:Spacesuits could get holes if you are attacked! And these holes would leak oxygen, increasing your consumption rate. Forcefields and adaptive bodyarmor could be immune to this.


if you land or board before you have these, its your own fault! not your of course, anyone else's :)

put another way, activity.. like running around the whole map without pausing for rest in a low rent suit .. having that raise your consumption would make sense. exertion could go up by x per move, then decay 10% per rest cycle. high end suits might have x=1.. low end suits up to 2. stuff you can just buy 100 of to make your problems go away seems gimmicky. higher exertion == more oxygen == lower aim/etc skills == everyone's useless when they are too tired. might be more useful to spice up exploration. .... or leaks from corrosion for everything.
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