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Making spess ruins more challenging

Posted: Sat Jun 02, 2018 9:41 pm
by Denton
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.

Re: Making spess ruins more challenging

Posted: Sat Jun 02, 2018 10:31 pm
by Ayy Lemoh
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.
Code an area that they can't leave with a kiting and non-kiting version available.

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.

Re: Making spess ruins more challenging

Posted: Sat Jun 02, 2018 10:35 pm
by DemonFiren
leave the derelict the fuck alone

Re: Making spess ruins more challenging

Posted: Sat Jun 02, 2018 10:38 pm
by EagleWiz
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

Re: Making spess ruins more challenging

Posted: Sat Jun 02, 2018 11:05 pm
by D&B
Maybe not making the maps public would help

Re: Making spess ruins more challenging

Posted: Sat Jun 02, 2018 11:16 pm
by DemonFiren
EagleWiz wrote:It doesn't matter
It does if you play derelict drone or are otherwise interested in off-station autism for-
EagleWiz wrote:I'd say remove these awful ruins altogether
-opinion discarded.

Re: Making spess ruins more challenging

Posted: Sat Jun 02, 2018 11:29 pm
by Denton
>derelict drone
Are you trying to make me sad on purpose

Re: Making spess ruins more challenging

Posted: Sat Jun 02, 2018 11:47 pm
by DemonFiren
glorious russian engineering tho

Re: Making spess ruins more challenging

Posted: Sun Jun 03, 2018 11:17 am
by oranges
if you make them more challenging the loot has to be better, if the loot is better it unbalances the rest of the game

Re: Making spess ruins more challenging

Posted: Sun Jun 03, 2018 11:51 am
by Denton
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
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.

Re: Making spess ruins more challenging

Posted: Sun Jun 03, 2018 12:50 pm
by somerandomguy
Denton wrote:
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
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.
It does take time to get to them and get the loot though which is why more people don't do it every round.

Re: Making spess ruins more challenging

Posted: Sun Jun 03, 2018 1:12 pm
by Lazengann
oranges wrote:if you make them more challenging the loot has to be better,
the paper ruin exists

Re: Making spess ruins more challenging

Posted: Thu Jun 07, 2018 5:03 am
by JusticeGoat
Denton wrote:
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
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.

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.

Re: Making spess ruins more challenging

Posted: Thu Jun 07, 2018 12:19 pm
by somerandomguy
JusticeGoat wrote:
Denton wrote:
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
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.

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.
Put the tools on the pirate-controlled ship and the more powerful guns on the syndie-controlled one.

Re: Making spess ruins more challenging

Posted: Thu Jun 07, 2018 6:46 pm
by BeeSting12
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

Re: Making spess ruins more challenging

Posted: Tue Jun 12, 2018 11:22 am
by Tlaltecuhtli
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

Re: Making spess ruins more challenging

Posted: Tue Jun 12, 2018 12:48 pm
by Cobby
GHOST ROLE EVERYTHING

Re: Making spess ruins more challenging

Posted: Tue Jun 12, 2018 7:10 pm
by Saegrimr
Lets just not touch the derelict though.

Re: Making spess ruins more challenging

Posted: Thu Jun 21, 2018 6:58 pm
by aradsten
Cobby wrote:GHOST ROLE EVERYTHING
You could make the ks13 like the 100 year old station but with no instructions.
Give the people that come out of the sleepers an accent ofcourse.

Re: Making spess ruins more challenging

Posted: Sun Jun 24, 2018 10:11 am
by DemonFiren
Saegrimr wrote:Lets just not touch the derelict though.