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16
Bug Reports / Re: Almost missed the most important part
« on: May 30, 2020, 20:12 »
I'm also thinking of seen turrets.
17
Bug Reports / Excess red keycard or did I miss something?
« on: May 27, 2020, 12:23 »
Maybe I missed something? I thought I cleared every level I visited.
And yet, I ditched 1 red keycard in Beyond and never had a use for it.
And yet, I ditched 1 red keycard in Beyond and never had a use for it.
Code: [Select]
CALLISTO L4 -> Military Barracks
Military Barracks - cleared
EUROPA L4 -> Refueling Base
Refueling Base - cleared
IO L4 -> Io Warehouse
Io Warehouse - cleared
BEYOND L2 -> Limbo
Limbo - cleared
18
Bug Reports / Re: Crate: walkable, ammo dropped on it, but looks unbroken
« on: May 26, 2020, 21:48 »
This even happens to doors that were blown up out of sight.
19
Bug Reports / Re: Keypad Enter doesn't work on Mac
« on: May 26, 2020, 21:47 »
Still having this problem. It impairs the quality of controls.
I hope it's just one keycode.
I hope it's just one keycode.
20
Bug Reports / Almost missed the most important part
« on: May 26, 2020, 21:46 »
Not really a bug, but maybe there's a way to make it more noticeable in this lighting.
21
Bug Reports / Ghost flashlight
« on: May 17, 2020, 01:15 »
I don't honestly remember how its owner died, but the light stayed there.
22
Bug Reports / Re: Marine Wk1, cannot apply a second P-mod to AV3 energy pistol PA
« on: May 17, 2020, 01:15 »
I didn't, then I saw the same report on Steam forum, and updated.
23
Bug Reports / Marine Wk1, cannot apply a second P-mod to AV3 energy pistol PA
« on: May 07, 2020, 23:15 »
The pistol has 4 mod slots, of which only 2 are used.
Am I misreading something?
Am I misreading something?
24
Requests For Features / Why do containers and abysses stop drones? Using them to extend FoV.
« on: May 03, 2020, 16:57 »
They should be able to fly above.
This may bring more tactical variety into the game. A bit of 3rd dimension. Especially if the direct control is implemented :D
Even if not, if you hack a drone, this will add a bit of usefulness to them.
They would be even more useful if they extended your field of vision, because what else are war drones good for.
Currently, drones are boring, they don't add a new tactics, they feel just like reskinned weakened grunts. Sure, EMP, but how often do you carry EMP grenades?
This may bring more tactical variety into the game. A bit of 3rd dimension. Especially if the direct control is implemented :D
Even if not, if you hack a drone, this will add a bit of usefulness to them.
They would be even more useful if they extended your field of vision, because what else are war drones good for.
Currently, drones are boring, they don't add a new tactics, they feel just like reskinned weakened grunts. Sure, EMP, but how often do you carry EMP grenades?
25
Requests For Features / Re: Remote bot/turret control. Upgrade bots with mods. Name them!
« on: May 03, 2020, 16:55 »
Whether hacking-related builds are popular or not is a matter of a game balance, and this is your decision.
Look how popular pets in Nethack are.
Look how popular pets in Nethack are.
26
Bug Reports / Why is yellow elevator (like to Callisto levels) blue on a minimap?
« on: May 03, 2020, 15:29 »
That I cannot understand at all. I keep getting confused by it.
27
Requests For Features / Re: What about remote bot/turret control?
« on: May 02, 2020, 00:25 »
Why would direct control be slow? Bot controls would be the same as the character's, except for it only has 1 weapon, no traits, and no inventory... it should be FASTER to play, as you have way fewer options.
Unless you backtrack back to JHGuy for repairs. But if people are having fun, why not let them.
Especially if they grow connected to this bot. Was this your speech about roguelikes design, that adviced to give the player a companion, make the player like him, and then kill him?
Hmm, I very vividly imagined a bot menu item "Give name" :D Should be pretty cheap to implement? 8-]
Another idea, to form even stronger connection with the player through greed: what about upgrading your bots with modpacks, and maybe even utility devices? Might have its use, especially in case you have spare ones.
In case there are/will be nano-packs in the game, the bot could last very long. Can we take them down in elevators, BTW?
Unless you backtrack back to JHGuy for repairs. But if people are having fun, why not let them.
Especially if they grow connected to this bot. Was this your speech about roguelikes design, that adviced to give the player a companion, make the player like him, and then kill him?
Hmm, I very vividly imagined a bot menu item "Give name" :D Should be pretty cheap to implement? 8-]
Another idea, to form even stronger connection with the player through greed: what about upgrading your bots with modpacks, and maybe even utility devices? Might have its use, especially in case you have spare ones.
In case there are/will be nano-packs in the game, the bot could last very long. Can we take them down in elevators, BTW?
28
Requests For Features / Remote bot/turret control. Upgrade bots with mods. Name them!
« on: April 28, 2020, 19:40 »
Bots now can follow you and fight for you, and that's awesome.
It would be more awesomeness if you could directly control them.
I imagine the mechanic to work this way:
* only done from a terminal. You need to come to a terminal and already have a bot hacked.
* Bump into a terminal and have extra menu items: "Remote control bot c3p0", "Remote control bot r2d2", etc.
* It costs 3-10 sec to start the direct control session, and 1-3 sec to stop it.
* You leave the JHGuy body at the terminal and start controlling the bot's body. JHGuy is too busy (maybe is wearing a VR headset?..) to sense anything around, so the body is completely vulnerable.
* You get back to JHGuy body by pressing Esc, or if the bot is destroyed, or when JHGuy's body is attacked. Maybe the smarter enemies can even track the terminal that's used to control a bot, or maybe Fiends are enough to make it a risky game.
* This feature could also be balanced by reduced bot's speed or field of vision (the controls are clunky).
* This can probably be done with turrets too. I have not idea why, but why not.
It would be more awesomeness if you could directly control them.
I imagine the mechanic to work this way:
* only done from a terminal. You need to come to a terminal and already have a bot hacked.
* Bump into a terminal and have extra menu items: "Remote control bot c3p0", "Remote control bot r2d2", etc.
* It costs 3-10 sec to start the direct control session, and 1-3 sec to stop it.
* You leave the JHGuy body at the terminal and start controlling the bot's body. JHGuy is too busy (maybe is wearing a VR headset?..) to sense anything around, so the body is completely vulnerable.
* You get back to JHGuy body by pressing Esc, or if the bot is destroyed, or when JHGuy's body is attacked. Maybe the smarter enemies can even track the terminal that's used to control a bot, or maybe Fiends are enough to make it a risky game.
* This feature could also be balanced by reduced bot's speed or field of vision (the controls are clunky).
* This can probably be done with turrets too. I have not idea why, but why not.
29
Bug Reports / Keypad Enter doesn't work on Mac
« on: April 11, 2020, 13:38 »
I have an external keyboard, so keypad enter still makes sense.
30
Requests For Features / Reload Dance should produce a reloading sound
« on: April 11, 2020, 13:36 »
Reloading with Reload Dance should still produce a reload sound. It didn't for me.