BurgerBB Posted March 1, 2018 Posted March 1, 2018 The B explorer suit is better. The contrast is less noticeable with B when looking at the boots. But if anything you could just put all of them in as various style choices. Add more cave dwellers (the creepy worm things) and make them hostile if you get too close, but they should drop ore too. Add nests for them to spawn from as well. Don't add spiders. If you want to add carp, remove the carp school events if you're going to make them spawn at such a high frequency. Can't believe I forgot about the worms. Those might be replaced with spiders. The problem with adding respawnable nests like lavaland is that it creates a lot of useless mobs that don't need to be processed. I don't know how big of an issue that is, considering some servers have that hive ship that contains like 100 simple mobs (and the fact that they're named simple mobs) but I rather keep the amount of mobs to be spawned low. When you see that carp has a 1% chance to spawn when you break a tile, it's not actually a 1% real chance. It's a 1% chance to spawn, and if you or someone else is in that area 30 seconds after you hit the tile, the carp won't spawn. Quote
LordFowl Posted March 1, 2018 Posted March 1, 2018 https://github.com/Aurorastation/Aurora.3/pull/2558 This PR offers some insight and solutions to the idea of mobs and their presence causing processing issues. The creator of the PR is altogether pretty handsome and intelligent. Quote
Guest Menown Posted March 3, 2018 Posted March 3, 2018 I'd like to see rail fabricators have an actual use. Make them rechargable, or pump operated like KAs, and make the rails they generate be non-metal and break when destroyed, so rods can't be harvested from them. The limitations to them cause them to never be used. One cartridge doesn't refill them completely, when inserted. Quote
Cross Posted March 18, 2018 Posted March 18, 2018 I have a couple of different thoughts on mining, so I'll tackle them one by one. Firstly, I agree with the sentiment that the high amount of miner incapacitations is more down to a lack of training, lag or sheer stupidity, than any kind of bad calls or skill failures on the player's part. Once you've done your first shift as a miner without falling down a hole, it's unlikely that you'll be seriously threatened out in EVA ever again. Therefore, I definitely support the idea of space mobs, both hostile, neutral and tameable. I also like the idea of dungeons and treasures, though a design direction must be staked out whether these are for the miners, and yield unique equipment and mineral caches, or should be used to facilitate cooperation with Science by yielding artefacts and anomalies for study. The latter could distract miners from mining, and make them even more of a bottleneck. While we're addressing mining, I think it's also high time for a meta-break. The kinetic accelerator with the AoE upgrade is the be all and end all of mining. Ripleys are too slow to be valuable, Thermal drills are too slow, and diamond drills only handle single tiles. I think it's time for a rebalance, where miner's equipment is balanced between three factors: Mining effectiveness, lethality, and treasure destruction. To counterbalance the fact that tools like plasma cutters might be really good in combat, miner armor should be less durable against tasers and bullets, and offer no protection from flashes. Quote
ReynTheLord Posted March 27, 2018 Posted March 27, 2018 Remove the fucking ore summoner, Priority one. That shit CONSTANTLY crashes the server. Quote
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