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Minor Mining Gameplay Overhaul Opinions


BurgerBB

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Posted

PR in question: https://github.com/Aurorastation/Aurora.3/pull/4329


I've played Cargo Tech and Quartermaster for a while now. I try to teach new miners how to mine on aurorastation, but chances are they they fall into a hole and die as they are not used to this system. Some veteran players still fall in holes sometimes due to lag or other crap that happens, and I think this is just irritating. I want to bring the fear of holes away from miners, and instead introduce the fear of wildlife as a replacement. With wildlife, there is some controllable fun added to mining in the form of light combat.



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So far the only enemies are two variants of beetle-like creatures that have less health than a carp and deals less damage than a swarm of space bats. They're very easy to kill (1-2 pickaxe hits) and they don't do much damage, however they are really scary because they usually pop up out of nowhere.


I would like to know everyone's thoughts on adding infrequent hostile mobs to the asteroid, such as these beetle creatures and perhaps other lifeforms. This would make mining more combative at the cost of mining being less irritating.

Posted

I will fight you all the way if you're suggesting that we remove holes. Moving between levels is a chore as it is, even with the new ceiling checker.

Posted

This PR does not remove holes.


Just to quote my apprehensions from the PR verbatim regarding this PR:

Mining should have new mobs to contend with, not the same old mobs we've all seen. It should be all the way or not at all.

Technically no longer valid since space carp and spiders have been removed from the PR, but the "all the way" philosophy is still pertinent.

 

This PR touches upon many bases but accomplishes little. Fundamentally I am opposed to the implementation of asteroid mobs as proposed here. While the idea of asteroid mobs is interesting if it is to be done it has to be done right. The implementation proposed here offers no change to miner gameplay except a random chance of their day getting roughed up because they dared to mine a rock marked by RNJesus. I am inclined to think that people will look poorly upon the idea of getting randomly attacked by mobs that spawn in direct sight.
Posted

So how would the fear of holes be removed? Or are they being replaced by being added on?

 

Fear of holes will be """""replaced""""" with cheaper magboots that you can buy. Holes will never be removed.

Guest Menown
Posted

I'd say have them spawn with boots on the voidsuit racks. Xenobios get them. Most of the shit related to that in the vendor is for spare equipment anyway.

Posted

I've been having second thoughts about magboots being spawned at start. I kind of want to reduce the amount of fall damage someone takes if they fall a z-level so it's not an end of the world scenario for miners. Maybe instead of magboots, introduce shock absorption boots that significantly lessen the amount of damage someone takes if they fall.

Posted

I'm up for anything really to make mining less mind numbingly boring once you've become good enough at it. I'd be up for some hostile creatures on the asteroid as long as their spawning patterns make sense and it's not out of thin air right next to you, I get enough heart attacks as is from sorting the cargo warehouse.

Shock absorption boots sound like an interesting compromise instead of having magboots. The lethality of falling on the asteroid is brutal, Even when I try and rescue fallen miners the fastest that I can they usually end up dying anyhow. The Pr adding the availability of hoists as well as ladders is a welcome one, No longer would miners have to fight over them.

Posted

Just have to remember that whatever affects mining like this will also affect Xenoarchaeology.

 

Yes of course. I introduced unique energy pistols for xenoarchs to carry around. They contain batteries for clips (They can be recharged at cell chargers) and contain 3 shots of moderately damaging laser beams.

It works like a KA where it deals it's full damage in low pressure environments, and the pistol itself can only fire in low pressure environments given it's firing pin setting.

Posted

Falling down a hole while mining doesn't happen if you have literally more than two brain cells.


fuck I've played SS13 while eating Pizza while mining, and have never fallen down a hole. it isn't hard.

Guest Menown
Posted

Falling down a hole while mining doesn't happen if you have literally more than two brain cells.


fuck I've played SS13 while eating Pizza while mining, and have never fallen down a hole. it isn't hard.

 

Accidents happen. Lag happens. Just because something doesn't happen to you doesn't mean it doesn't happen to anybody else.

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