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jbox1

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Posts posted by jbox1

  1. Short answer: Make hammerheads have brainfreeze! (The deadly kind!)

    Long answer: Hammerheads have made a great addition to Nimbatus, don’t get me wrong. The far more challenging battle strategy really does add a healthy amount of difficulty to the game. However, I would have assumed that as a lava based creature, it should be challenged by colder conditions, such as cryo guns. However, since hammerheads have two parts, a head and a tail, you still need to freeze the back half to have a significant effect, and it is mostly undeterred by cold climates. I believe that freezing the head of hammerheads should have the same affect as freezing the tail, and even have cold conditions cause damage to them, as you would expect for a lava based creature. Same goes for the mini-mmer heads (which seem to have no counters and are extremely painful).

    • Like 1
  2. Short answer: Add an upgrade to make ammunition types better

    Long answer: Seeing as more different “types” of ammunition now have their own purpose, they will probably be more relied upon to fill that criteria. This will mean players will want more powerful effects from their ammunition to perform a function. Therefore, there needs to be some sort of upgrade for weapons to make them more “potent”, such as making bio-ammunition generate terrain faster, cryo ammunition freeze and plasma ammunition heat faster. This will make their effects more useful to players, instead of just a slight change of abilities.

    • Like 2
  3. To have drones released seperately, although can be done, is rather cumbersome and mostly pointless in my opinion. Instead, it’s more efficient to angle different drones in different ways, so they will hit the target at different times.

  4. 2 hours ago, Markus said:

    Another idea would be different "view-modes". The normal mode is like how the game looks like now. But if you press and hold "Tab", then the view switches to "Damage-View", and then each part which is not damaged is completely green, and the more damaged it is, the more red it is. Not sure if this would be an elegant solution :/ 

    Keeping the GUI clean would be the best way to go I'd say.

    • Like 1
  5. Short Answer: Make parts flash when low on health

    Long Answer: Currently there is no way to tell the health of your parts. Sure, you'll find out soon enough when that cannon no-scopes you from off your screen, but this is both inefficient and also defeats the purpose of knowing the health of the now non-existent part. There needs to be some way of indicating the health of individual parts to the player, so they can have better judgment about their current situation. There are a number of ways this could be achieved:

    • Health Bars: Simple and efficient, but could be intrusive to the otherwise clean GUI of Nimbatus.
    • Fade Effect: Parts could fade away as they take damage. This would be easy to implement, but probably not very elegant.
    • Flash Effect: Parts could flash red when they are low on health, similar to a number of other games. This would be easy to implement and also very intuitive to the player.
    • Individual part sprites: This is much harder to implement but often returns a good result. Simply having individual sprites for parts to represent how damaged they are quickly conveys there state. The issue with this is that every part would need to be individually sprited several times, which is inefficient for the developers.
    • Particles: Particles are cool. No denying it.
    • Reusable damage texture: Similar to the individual part sprites solution, reusable damage textures will literally show damage in the form of the part seeming to have taken damage. The difference here is that the textures for each level of damage is reused for all parts. This would be much more efficient, saving time. The issue is that it may be troublesome because all parts are shaped different, which could complicate things.
    • Like 1
  6. Quick answer: Make the faster fuel/power providers be consumed first.
    Long answer: What I noticed is that the order in which power and fuel is consumed is mostly random, but this has some issues about the effectiveness of them. For example, a large battery is incredibly useful for storing a charge so you can go all guns blazing to take out a transmitter with no issues, to supply a heavy load for a short duration. However, sometime what happens is that large batteries may be consumed first by things like shields or magnets, where a fast charging solar panel would be much better for the task. The solution would be to prioritize power/fuel storages that recharge the fastest first, before going to consume from slower charging batteries or fuel tanks.

    • Like 1
  7. 1 hour ago, Century Orion said:

    This planet shows me that there are two pools of resources on the planet's surface. I take the time to go around the planet twice using the transmitter as a marker, and I don't see anything. 

    The little graphics are innacurate, and are purely for visuals. They reveal nothing about the structure of the planet however.

  8. Mabey a way to transfer recourses or fuel or power with some kind of pipe or connection thingy would be neat at some point? I'd definetly like the ability to leave a recourse harvesting drone to collect recourses while I shuttle the recourses back and forth.

  9. This is dependent on whether you're using the demo or the closed alpha.

    Demo:
    On the drone brain, you can set a keybinding to "release drones". This will release a number of little harvesting drones that will (painfully slowly) mine the resources around you.

    Closed Alpha:
    There is a separate tab for harvesting resources in the build menu. To harvest resources, you will need a recourse collector, and a recourse tank of the appropriate type. Then, you will need to go out and use the recourse collector to suck up the resources into the tank. Once the resources are all collected, or the tank is full, return to the recourse "bucket" (below where you spawned) to dump your resources in it for use in research.

    • Like 1
  10. You know what sucks?

    When you spawn into a world, only to find the entire area is littered with cannons all ready to shoot you down. It's painful, and I'd dare say a lot of people would agree with me. However, the idea of directly "nerfing" cannons doesn't seem quite right. Sure, the ability to instantly destroy parts is definitely daunting, but also adds a healthy level of difficulty to the game, nor do I want cannons reverting back to shooting a random bullet as they did in the demo. However I have a solution. Instead of nerfing cannons, there should instead be a way to counter them. I present a few changes that I believe would better balance cannons, while keeping their one shot kill ability, but also rewarding the equipped player.

    Increase the magnetic properties of cannon shells
    As some of you know, bullets can be deflected by magnets of sufficient power. As of the moment, a magnet can deflect some cannon shells, but it is not very reliable. So, I suggest that magnets should have a stronger influence over cannon shells. Also leading on from that, cannon shells should also friendly fire, so you can not only deflect shells, but also send them back at the enemy :D

    Make shells take damage
    Commonly referred to "point defense", the theory is that you can shoot shells out of the air with your own bullets or lasers. This will of course take practice, but the ability to shoot shells out of the air will grant skilled players an ability to block incomming shells. This adds more skill level to the game, as well as a good method to counter cannon shells.

    Make cannons require the transmitter to be active
    Think about it, if you've got an array of drone-killing cannons, you've probably got them hooked up to some kind of controller. So, should the transmitter be destroyed, the cannons should have no way to control themselves, effectively killing them. However, I don't want this to effect the smaller guns nor the transmitter defense drones.

    Add the ability to disable cannons with Cryo/EMP weps (or add an upgrade in the tree)
    I also recommend some sort of upgrade or mechanic to EMP cannons. EMPed cannons will not reload or fire while EMPed, but they will also be more resistant to damage as well. This means EMPing cannons will act as a defensive strategy, rather than an offensive one.

    • Like 3
  11. What about ore sensors also having different modes, and sensors can only detect one type of ore, depending on their mode? The idea of ore sensors also having different FOVs and ranges sounds fun, and I'd much prefer a slider for this, just so you know :D

    • Like 1
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