FalloutFalcon

@FalloutFalcon

Joined on Apr 14, 2023

  • PREFS!!!!!!! Test bears for combat feel // data["seed"] += product.get_tgui_info() todo make fallcon fix this grace period for ship ownership on disconect Features ruin mission cut and rebalance more intresting salvaging ruin missions pod launchers readd ship to ship bounties
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  • Core concept This concept focuses on adding more content for SRM ships that utilize fermenting and harvesting ingredients from planets. It allows players to incorporate the fact that these ships hunt fauna and use their loot. When a player drinks a Trick Wine, it will provide a small buff related to the drink's theme. However, when thrown, it will temporarily apply a debuff, the severity of which scales with the volume of the wine. Additionally, these wines should have the ability to affect most simple mobs to some extent, even if it's just causing damage. Crafting these wines should require more than just a chem dispenser; it should involve at least one drink obtained through fermentation and one ingredient from a planet. These ingredients can be gathered through the garden system, by collecting fauna drops, or by harvesting resources from lavaland planets, such as cactus fruit. This feature will also be introduced alongside the Barrel-class in a separate PR, which will provide brewers with all the necessary tools for their brewing endeavors. Breakaway Flasks
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  • Trading and Market Systems Trading at an Outpost Item Selection and PurchaseSelect individual items with options to buy multiple at once. Possible discounts, limited-time items, or other gimmicks. Confirm selection; items are delivered after a short delay via a chute in the dock. Bounties and Quests A nearby machine allows item turn-ins based on a rotating list of global bounties or quests, they should not be taken but you just bring the item over. This will there might be races to complete bonties or encourage ships to work together and split the pot. Bounties can include fauna trophies, gems, items that can be collected from multipe plaents or crafted by a player.
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  • porter_cargo In-game Current in-game presence is for most events and The ISV Red Crow. Both are considered mostly* noncanon affecting. (I think one of the mechs references a colony) Ships Porter Cargo does not have many ships. It's a small company with around 800 employees and 5 ships. The ships it does maintain, retrofitted salvagers, are mostly used for shipping goods between sectors. Model Its core business model is extracting value for the frontier. It does this by setting up small crews mostly paid for by buyers looking for anything in the sector. This ranges from old syndicate firearms for collection to local fauna collected for research. It typically only has one actual employee on these ships preferring to use the highly expendable frontier spacers.
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  • Gunsmithing: Revised Overview Improvments to the core process of obtaining guns. A replacment for the current gun crafting options which are mostly impossible to due to them being to cheap/easy. New options for ruin loot with parts or higher quality guns. Provides new barter options for ships. Replaces most ways of crafting guns or ammo in favor of a more engaging system. Key Features Gun crafting A method of turning ruin loot into new guns. Blueprints and Gunparts can be found in ruins. Blueprints contain a random amount of parts that could be assembled together, normally of a similar tier Complex parts like the firing mechanism or laser optics require small parts (springs or electrical components) Most parts will take things like iron or glass but since they cant be reasonbily balanced at present, small parts will act as the real cost to prevent mass production. Gun recipes are defined as a datum where a set combination of parts result in a gun.
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  • The first hackmd got a bit out of scope and I had some ideas that didnt stick so I am going to break gunsmithing into 3~ prs Somewhere in this there should also be a srm gunsmithing ship First Pr Adds a guncrafting system that lets you craft all current guns and ammo but doesnt try to allow you to change anything about them Second Pr adds a quality system and adds varients for currnet guns and better makeshift weapons Third Pr
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  • Gun Crafting System Ideas Now i LOVE guns and accurate systems. Im a gun nut all the way but.. this is ss13, look to chemistrys realism to see my point. From a gameplay, balance, and coding perspective i cant have guns be completely accurate. It hurts me as well I think while i do this it might be a good idea to make gun stuff work via components like how the tg food works. Need to investigate this idea futher I need to work out how energy weapons fit into all of this.... Gun Components Mostly changed my mind on this while writing it The concept revolves around a more in-depth attachment system, breaking guns into 2-5 components that can be enhanced.
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