05-22-2020, 09:42 PM
(This post was last modified: 05-22-2020, 09:44 PM by Carbadox. Edited 2 times in total.)
(05-22-2020, 04:23 PM)Mopcat Wrote: -more prefabs for trench so it's not as much of an empty cave system with not much going on
A bigger selection of prefabs would be nice for variations sake but I don't find the trench to be much of an empty cave system. The sparsity of the locations is in a good spot right now. Making them less sparse would just make the trench feel like a shopping mall.
(05-22-2020, 04:23 PM)Mopcat Wrote: -balance enemies to not take a few weeks to kill at the very least and maybe also not take you to crit in 5 seconds
Trench enemies are already balanced as is. You can quite reasonablly find a phaser and spare power cell or even two which makes disposing of said enemies pretty easy. Even with out them, you've got the mining phasers and plasma cutters.
(05-22-2020, 04:23 PM)Mopcat Wrote: -give trench enemies actual ai that resembles actual video game enemies instead of "UNGA BUNGA RUN AT SPACE MAN"
That's incredibly vague and a bit useless. AI isn't a car engine you can just buy from the store and drop it into your game.
(05-22-2020, 04:23 PM)Mopcat Wrote: -replace mining magnet on space maps with portal to abzu trench
Add, maybe. Replace? No thanks. Why cut off miners from an alternative way of mining? Seems like an odd suggestion.
(05-22-2020, 04:23 PM)Mopcat Wrote: -give miners an easier way back to the station without pods other than "hope you remembered the path from here to the portal fucking asshole dipshit lmao"
Every PDA starts the round off with a Trench map. Using locations as reference points you can find you way back to the mining outpost pretty easily. I would however add a ladder to the trench hole that all descents into the trench default to, as non-miner casualties are lost a bit too often because of it.