Making spess ruins more challenging
- Denton
- Joined: Wed Aug 23, 2017 3:53 pm
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- Github Username: 81Denton
Making spess ruins more challenging
I‘m sure everyone can agree that the big 3 spess ruins - KS13, caravan ambush and deep storage - are pretty much just loot pinatas.
How would you make them more challenging?
I was thinking that adding turrets to deep storage and activating the KS13 ones might make things interesting. Caravan could have its mobs and loot shuffled around - right now, the big bad 60dmg stormtrooper is guarding a plasma crate that nobody ever cares about.
How would you make them more challenging?
I was thinking that adding turrets to deep storage and activating the KS13 ones might make things interesting. Caravan could have its mobs and loot shuffled around - right now, the big bad 60dmg stormtrooper is guarding a plasma crate that nobody ever cares about.
- Ayy Lemoh
- Joined: Mon Jun 05, 2017 5:58 pm
- Byond Username: Jerry Derpington
Re: Making spess ruins more challenging
Code an area that they can't leave with a kiting and non-kiting version available.Denton wrote:I‘m sure everyone can agree that the big 3 spess ruins - KS13, caravan ambush and deep storage - are pretty much just loot pinatas.
How would you make them more challenging?
I was thinking that adding turrets to deep storage and activating the KS13 ones might make things interesting. Caravan could have its mobs and loot shuffled around - right now, the big bad 60dmg stormtrooper is guarding a plasma crate that nobody ever cares about.
While the syndi mobs avoid this, I think it is a bad idea to let any dangerous mob be able to escape it's ruin by going into space and then drifting off as it's likely they'll reach the station or kill someone who wasn't even going for the ruin.
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
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Re: Making spess ruins more challenging
leave the derelict the fuck alone
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- Joined: Sun Aug 06, 2017 5:23 am
- Byond Username: EagleWiz
Re: Making spess ruins more challenging
It doesn't matter - it's all dumb ai monsters guarding loot, no matter what you do to up the difficulty someone's going to figure out a way to trivialize it, and then awful mc greyshirt is going to use that to get their own armory 15 minutes into the round. I'd say remove these awful ruins altogether
- D&B
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- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Making spess ruins more challenging
It does if you play derelict drone or are otherwise interested in off-station autism for-EagleWiz wrote:It doesn't matter
-opinion discarded.EagleWiz wrote:I'd say remove these awful ruins altogether
- Denton
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- DemonFiren
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- Byond Username: DemonFiren
Re: Making spess ruins more challenging
glorious russian engineering tho
- oranges
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Re: Making spess ruins more challenging
if you make them more challenging the loot has to be better, if the loot is better it unbalances the rest of the game
- Denton
- Joined: Wed Aug 23, 2017 3:53 pm
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- Github Username: 81Denton
Re: Making spess ruins more challenging
I don't think that they need better loot - caravan ambush has the grenade launcher out in the open, deep storage has a blood-red hardsuit and two rifles behind nothing but locked doors. With a jetpack you can go on a zero risk "shopping tour" and end up with a bunch of gear that's essentially free.oranges wrote:if you make them more challenging the loot has to be better, if the loot is better it unbalances the rest of the game
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- Joined: Sun Nov 05, 2017 7:41 pm
- Byond Username: Astatineguy12
Re: Making spess ruins more challenging
It does take time to get to them and get the loot though which is why more people don't do it every round.Denton wrote:I don't think that they need better loot - caravan ambush has the grenade launcher out in the open, deep storage has a blood-red hardsuit and two rifles behind nothing but locked doors. With a jetpack you can go on a zero risk "shopping tour" and end up with a bunch of gear that's essentially free.oranges wrote:if you make them more challenging the loot has to be better, if the loot is better it unbalances the rest of the game
- Lazengann
- Joined: Sat Feb 25, 2017 2:26 pm
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Re: Making spess ruins more challenging
the paper ruin existsoranges wrote:if you make them more challenging the loot has to be better,
- JusticeGoat
- In-Game Admin
- Joined: Fri May 20, 2016 8:36 am
- Byond Username: JusticeGoat
Re: Making spess ruins more challenging
Denton wrote:I don't think that they need better loot - caravan ambush has the grenade launcher out in the open, deep storage has a blood-red hardsuit and two rifles behind nothing but locked doors. With a jetpack you can go on a zero risk "shopping tour" and end up with a bunch of gear that's essentially free.oranges wrote:if you make them more challenging the loot has to be better, if the loot is better it unbalances the rest of the game
Honestly the deep storage red hardsuit is not really that big of a deal, i would remove one of the auto rifles from there. The caravan should have some of its crates moved around with some guns being protected by the syndicate.
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- Joined: Sun Nov 05, 2017 7:41 pm
- Byond Username: Astatineguy12
Re: Making spess ruins more challenging
Put the tools on the pirate-controlled ship and the more powerful guns on the syndie-controlled one.JusticeGoat wrote:Denton wrote:I don't think that they need better loot - caravan ambush has the grenade launcher out in the open, deep storage has a blood-red hardsuit and two rifles behind nothing but locked doors. With a jetpack you can go on a zero risk "shopping tour" and end up with a bunch of gear that's essentially free.oranges wrote:if you make them more challenging the loot has to be better, if the loot is better it unbalances the rest of the game
Honestly the deep storage red hardsuit is not really that big of a deal, i would remove one of the auto rifles from there. The caravan should have some of its crates moved around with some guns being protected by the syndicate.
- BeeSting12
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Re: Making spess ruins more challenging
it doesnt matter how challenging you make them. a new meta will arise either way.
for example lets start with a maze. after doing it two or three times youll have it memorized and its no longer challenging. so we add monsters. similar to the megafauna, everyone will learn the mob's patterns and it will no longer be challenging. this can only be slowed down by not making maps public which isnt an option.
the whole situation isnt helped by people writing how to guides on the wiki for megafauna and shit
for example lets start with a maze. after doing it two or three times youll have it memorized and its no longer challenging. so we add monsters. similar to the megafauna, everyone will learn the mob's patterns and it will no longer be challenging. this can only be slowed down by not making maps public which isnt an option.
the whole situation isnt helped by people writing how to guides on the wiki for megafauna and shit
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- Joined: Fri Nov 10, 2017 12:16 am
- Byond Username: Tlaltecuhtli
Re: Making spess ruins more challenging
add more ranged syndicants in the caravan ruin the meele ones are a joke to kill as they just follow you in space and you have a jetpack
make more pirates space proof
add more of those 1 shot syndicate shotgun leader ahaha they are cool
make more pirates space proof
add more of those 1 shot syndicate shotgun leader ahaha they are cool
- Cobby
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- Saegrimr
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Re: Making spess ruins more challenging
Lets just not touch the derelict though.
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
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- Location: Ethiopia
Re: Making spess ruins more challenging
You could make the ks13 like the 100 year old station but with no instructions.Cobby wrote:GHOST ROLE EVERYTHING
Give the people that come out of the sleepers an accent ofcourse.
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Making spess ruins more challenging
Saegrimr wrote:Lets just not touch the derelict though.
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