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Messages - harperfan7

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766
Suggestions / spider caves and oddities
« on: September 02, 2019, 08:02:45 pm »
There are two unique oddities in the basalt caves to the east, where you have to go if you can't pass the agility check to get into the nexus. 

And yet hopper island aka "spider hell" doesn't have anything; no oddities, no special treasure, nada.  Why not move one over there?

767
Bugs / Re: Stuff I notice
« on: September 01, 2019, 10:22:40 pm »

768
Suggestions / Re: Additional teleportation rift please
« on: September 01, 2019, 10:15:44 pm »
wheres the free drones one?  do you mean junkyard? dunno why my brain wants to say "junkyard" when Im thinking rail crossing; I even frequently go through the wrong rift because of this

theres a rift in upper underrail thats not too far from tin can base; especially if you take the train

769
General / Re: (Spoilers) New leather armor types effects (include infused)
« on: September 01, 2019, 04:02:48 pm »
Tabi and boots give the same bonus, right?

No. 

770
Bugs / Re: Stuff I notice
« on: September 01, 2019, 03:33:52 am »
This little bone wall doesn't block movement in c12.

772
General / Re: Two-headed Mutant
« on: August 31, 2019, 11:11:53 pm »
2 of my maybe 12-15 characters through depot A

With one particular character I tried to find it with, I cleared depot A north probably a dozen times, nada.  The two I did see it with, it was their first time.

773
Bugs / Ballista-savage detection bug
« on: August 31, 2019, 05:00:17 pm »
I'm in H11; came in from the west.  The westernmost ballista guy, when I sneak right up next to him, he never detects me.  His eye gauge gets full orange, then half orange, then full orange, then half orange, and just repeats like this.

edit:  another one in c12.  They might all be like this; I haven't checked.

774
General / Re: Natural Marble location
« on: August 29, 2019, 02:28:46 pm »
In unmarked containers.

775
Bugs / Re: Report spelling/grammar errors
« on: August 29, 2019, 04:06:34 am »





776
I think force emission letting sledges do AoE damage would be cool; some percentage of your mechanical damage to the primary target.
A telekinetic hammer throw ability would be neat; not sure it's necessary given we have telekinetic punch. 
An electricity aura like the tesla armor that drains psi points each round (maybe tesla armor would give a boost to that power if you had it, or else stack with it).
A force armor ability like an energy shield emitter (maybe stacks with one). 

I like the idea of psychostatic adding extra bounces, and the splash imprint idea.

Balor's hammer already looks like mjolnir.

As for balor himself, I'm in favor of sprint and thick skull, though he doesn't seem like an agile type.  I think he should have tungsten armor with extra plates, reinforced tungsten boots, and maybe a shaded helmet though his appearance clashes with that (it would really fit his build).

777
Suggestions / Efficient shields/converters
« on: August 29, 2019, 01:46:54 am »
So, I think we can all agree that efficient shields are probably too good.

That massive pool of shielding makes you virtually immune to bullets for a while (except sniper crits), which makes tacvests less of a good choice.  Also energy pistols, electricity, fire.  So I had an idea:

What if efficient shields didn't have increased capacity, but instead regenerated energy lost to damage?  Like x% of damage lost at y% per round?
So you get shot 3 times this round, for 40, 50, and 30 damage (120 total).  You have a strong efficient shield that regenerates 80% of damage lost at 20% of that damage per round, so your shield will regenerate 96 of that damage lost at 19 points per round.  Additional damage gets factored in to the total.

High energy efficiency converters exist for energy pistols as well, so we keep them, but they replace shield capacitors for the conservative enhancement (I would make other shields drain 5% of their total each round to make this a better choice).  Instead, we let electromagnetic field stabilizers be the "efficient" enhancement component.
I only suggest this changing of components because it makes more sense according to their descriptions, to me anyway.







778
Suggestions / Chitin armor?
« on: August 29, 2019, 01:03:37 am »
It would be neat if you could put chitin plates in boots/helmets/metal armor in place of metal plates.  I don't really think there's a niche for it, I admit. 

Maybe tint metal armor blue for psi carapace, reddish for giant/colossal crabs, purple for psi crabs, brown for burrowers. 

Also, I'm a little surprised that crawlers dont drop any chitin/leather.  A deathstalker armor would be really neat.

779
Bugs / Re: Stuff I notice
« on: August 28, 2019, 03:17:51 pm »
Jetski floating over boat.


780
Bugs / Aladdin and the tree nut
« on: August 27, 2019, 07:59:25 pm »
If you tell azif you have the acorn, there is no option to keep it, you can only give it to him or sell it to him. 

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