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UPDATE: Xenochemistry (Roguelike chems + phrase building based chemistry)
#2
i hate to be the person who derails the thread instantly but i had a thought:

if this were implemented and people thought it worked well, rebalance whats a "secret chem" and what isnt, and then put those behind the randomised chems somehow. Getting the best chems would require proper experimentation and be a bit of a fun timesink rather than the tedium of complex chemistry mixes, and it also would get rid of the weird power dynamic between turbo chemnerds and other folk. ALSO means that leaks wouldn't result in recipes being shuffled, preventing them from getting any more random and unintuitive.
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Messages In This Thread
RE: Roguelike chems - by cyberTripping - 02-20-2018, 09:32 AM
RE: Roguelike chems - by Haprenti - 02-20-2018, 10:12 AM
RE: Roguelike chems - by Frank_Stein - 02-20-2018, 11:22 AM

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