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Patch When? #7 - Dev Diary - Hazards

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Patch When? #7 - Dev Diary - Hazards
Offline Demonic
09-26-2023, 09:03 PM,
#21
Cardamine Consigliere
Posts: 757
Threads: 67
Joined: Aug 2016

(09-26-2023, 08:07 PM)Leo Wrote:
(09-26-2023, 08:01 PM)Demonic Wrote:
(09-26-2023, 06:12 PM)Dark Chocolate Wrote: Well.. I'm dying to ask one thing.. looking at the videos, sneak peaks and gifs posted in these diaries and all, I'm getting an idea that the Death Fuses are back. Are they really back though? They were really cool. Please bring back death fuses. O.O

What are Death Fuses ? o.O

When a ship slowly blows up after it's health reaches 0. It's more dramatic.

Ooooh, so like the NPC ships sometimes do? Neato!

Links
Characters and feedback | Freelancer's Woes | MacRory's Irregulars
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Offline HanCloudstone
09-26-2023, 09:39 PM,
#22
Bulwark of Kyushu
Posts: 515
Threads: 41
Joined: Jan 2017

Finally
Death

Now strap me to a Whale full of nuclear devices and launch it into a black hole. I will live my Dr. Strangelove dream.

My char info and rp feedback thread

Currently schizoposting from Omicron Chi
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Offline Starfliers
09-26-2023, 10:54 PM,
#23
Return home alive, Pilots
Posts: 489
Threads: 48
Joined: Aug 2021

(09-26-2023, 05:23 PM)Antonio Wrote: All three are worth checking out and exploring to the last corner.

Let me make a note of this...

[Image: PVArGCT.png]

Infopage / Join Us / Index / Discord
Independent Explorers & Researchers.
Return home alive, Pilots.

.
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Offline Antonio
10-09-2023, 11:17 AM,
#24
PvP = RP
Posts: 3,192
Threads: 196
Joined: Nov 2009
Staff roles: Systems Lead

So, how many souls did Kepler claim so far?

[Image: BMdBL0j.png]
SNAC Montage Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Thruster SNAC
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Offline Sombs
10-09-2023, 11:23 AM,
#25
Three orange cats in a mech
Posts: 6,807
Threads: 502
Joined: Feb 2014

[Image: 1083062076622258236.webp]




Uncharted System Stories: 18 | 32 | 34 | 37 | 38 | 85

Templates: Character | Transmissions

Alternative Soundtracks


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Offline Toaster
10-09-2023, 11:37 AM,
#26
Caution: Do NOT Insert Fingers
Posts: 3,137
Threads: 247
Joined: Sep 2010

Kepler is causing me real life psychological harm.

Olivia Sable
On hiatus
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Offline Kosa
10-09-2023, 11:48 AM,
#27
Member
Posts: 378
Threads: 82
Joined: Dec 2011

Awesome change! Now space is actually dangerous!

[Image: unknown_alpha.png]
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Offline TheSauron
10-09-2023, 11:49 AM,
#28
Local Gaian
Posts: 2,469
Threads: 358
Joined: Aug 2013

(10-09-2023, 11:17 AM)Antonio Wrote: So, how many souls did Kepler claim so far?

The routes other than Nikku,



One MD Admiral
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Offline Vulkhard Muller
10-21-2023, 08:50 PM,
#29
20yrs & I Only Got This Title
Posts: 2,365
Threads: 422
Joined: Feb 2012

Might I suggest buffing the damage at the Kyofu Burn in Hokkaido? Been too long since it was actually dangerous


Sent me a Comm? Haven't received a reply in a reasonable time span? Sorry! Post here and I'll get back to you asap!
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Offline Antonio
10-25-2023, 02:54 PM,
#30
PvP = RP
Posts: 3,192
Threads: 196
Joined: Nov 2009
Staff roles: Systems Lead

(10-21-2023, 08:50 PM)Vulkhard Muller Wrote: Might I suggest buffing the damage at the Kyofu Burn in Hokkaido? Been too long since it was actually dangerous

The problem with flat open space radiation zones is that they exclusively harm snubs and don't do anything to caps. If we buffed the Kyofu to burn all snubs at a moderate rate, caps would just use it to escape into when attacked, kind of how we had it with the gas pockets before the hazard changes (a cap would ignore gas clouds' damage and laugh at the snubs, while it should be the other way around inRP - see 80 years war). We took care of the gas clouds issue by making it take away all your shields and core, which is way more impactful for caps, though there is no such mechanism for radiation sadly.

It's also why quite a few people were annoyed at the radiation fields in Earhart/Uncharted 3. The radiation doesn't do anything but annoy snubs gameplay-wise. In my opinion, the way to deal with radiation is to either make it a full danger zone instakill for everyone, with a buffer zone as a warning, or no instakill token radiation for inRP sake. The only exception to this are snub only systems, like Copernicus, where the radiation is carefully tuned for snubs and it works solid so far based on the feedback received.

If we had something like % damage based radiation, we could do wonders. Sadly, as the saying goes, the technology isn't there yet.

Edit: I am not too big of a fan of making strong radiation on regular traversal paths. Like for instance, realistically speaking Omega-41 would be way more hazardous than it is at the moment, but it's an important connector system and there would be nothing good or fun gameplay-wise losing 30 nanobots on a VHF passing through the system, while feeling nothing in anything larger than a freighter. In such cases I'd rather have safe passage zones, and instakill zones. Even then I'd be a bit hesitant to do it in important connector systems.

[Image: BMdBL0j.png]
SNAC Montage Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Thruster SNAC
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