Path of ForgePreamble
9/25/2023Melee combat revamp [toc] Maintainer Design Flows :::warning This section describes design flows that are meant to be upheld in the PR process. PRs that go against this section are subject to closing. Please do not edit this section unless you are a maintainer. Comments via sidebar are welcomed. ::: Problem statement Right now, melee combat does not seem like a good gameplay option, mostly it involves pixel hunting based clicking with the focus entirely around stunning your opponent or dealing as much damage with the biggest weapon you can find, and there's very little beyond that. Most of the different classes of melee weapons do not play any differently to each other, and only differ in amount of hand slots used or damage dealt (with the associated impact on wounding)
9/28/2022The current construction system as it exists on TG is functional, but is also too slow and clunky to really make for any good content. This proposal aims to make construction easier, particularly for engineers. However, we have to balance this with the fact that being able to construct walls, windows and other items has significant grief and combat value, therefore, any such large scale construction system needs to handle this. The easiest way to manage it, is to require a large bulky item that is impracticable to use in a combat situation (outside of unique scenarios where the payoff is worth it), and also make automated construction take time, but be faster in a bulk scenario. This document intends to outline an approach that hopefully meets these goals, allowing significant large scale construction and repair, without turning the combat meta into a game of tower fortress where everyone duels with construction systems (although that does sound like an interesting gamemode someone look into that). The New Construction system A new mobile vehicle (that operates kind of like a mulebot, but has good code) called the Rapid Assembly Tractor or RAT is added. This vehicle can be driven to a location (run speed), and has a slower auto follow mode (walk speed), where it tries to follow you around as you walk, this has a far larger inventory and is the right choice for long term building.
6/12/2022Lavaland overhaul that focuses on managing the power imbalance between lavaland and the station. It will achieve this by making mechs a lavaland only vehicle (leaving more room for modsuits in the station environment). With the miner piloting the mech on lavaland against the environment and local wildlife. Reasoning A lot of lavaland was designed in such a way to prevent cheeseing, because kor wanted to protect the value and sanctitity of the leaderboards for the PvE aspect of the lavaland areas. That means that lavaland creatures resist large amounts of normal crew weaponry, have massive amounts of health and are generally indestructible by a lot of the normal cheese methods you might be able to use against a regular player or NPC This imbalance between the miner and lavaland creatores is then dealt with by the rather fridge logic crushers, that deal greatly increased balance in lavaland like environments, but are nerfed heavily on station to ensure they are fitting within both locations power levels. This differing power level leads to a situation where mining loot becomes very unbalanced because it has to be effective on lavaland, but lavaland is a much higher power scale area than the station. This in general has caused a lot of design headaches for the maintainer team as we're constantly fighting against the power imbalance, and mining loot leaks back into the station and causes problems to the standard meta.
11/7/2021or
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