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[PR] Lizard abilities, wolf heals, and hair powers
#37
(09-09-2020, 10:00 PM)Drago156 Wrote: My issue with making them traits is that some people (like myself) have the max amount of traits you can pick as well as no extra trait points to spend for said traits. If maybe there was some way around this for JUST mutantrace, that would be awesome, but even just adding in maybe one more slot and an extra starting point would be fine by me.

I made a PR for something like that, where you can choose to be a lizard through character creation. https://forum.ss13.co/showthread.php?tid=14955

(09-10-2020, 02:03 AM)BlackPhoenix Wrote: I mean, there is a way around it. Genetics. They can give you mutant races.

They can do a lot of things, but they often don't.

Plus, it's a much different IC feeling to run to genetics every round asking to be turned into some weird lizard thing, as opposed to being a lizard from roundstart (and aesthetically before then).

(09-09-2020, 07:52 PM)Studenterhue Wrote: I suppose there would be some bugs to clean up after the code gets merged (i.e. it goes in) and if some of the functions used are changed, then someone would have to update it. But it's sort of on the PR maker (Superlagg) to iron out the bugs, so if something breaks, it's something minor the coders can quickly fix and/or something obscure you wouldn't see in normal gameplay, and the update concern is sort of a hazard for every piece of code (and something for coders to worry about than us mere users). (Also, ideally, with the way merging works, it'd just be a few buttons/commands to add the code to the game.)

With how many changes I made to chemcode, there're bound to be some fucky bugs, especially since I barely tested it aside from seeing if it actually worked. Partly because chem interactions are so complex that it'd take an actual turbochemnerd to figure them out. Best to just make sure the common chems don't do anything ultrafucked and leave the rest to the unpaid testforce.

Though yeah, fixing whatever comes up is definitely on me!

(09-09-2020, 07:52 PM)Studenterhue Wrote: But anyways, the "Spacebux should be only for cosmetics" claim is actually very true, and something I knew but had not been on my mind until it was mentioned. I don't think changing scale colors is game-changing enough to push Lizard past "purely cosmetic", for reasons already said, but temperature regulation and to some extent eating organs to heal would be in my eyes.

Hm.

Maybe SpaceBux could also be used for gameplay changing things too. Mainly things to make the game more difficult, things that might not fit into traits.

Basically, I'd move the temperature organ thing to a trait, or spacebux thing, or something.

(09-09-2020, 07:52 PM)Studenterhue Wrote: Speaking of organs, I again don't see eating organs for ability points being too much of a problem; you probably won't use the abilities much, so you probably won't want points a lot. But I really like Frank Stein's proposal to just make the abilities have a cooldown or require standing still over the ability points thing. They're aesthetic abilities, so it makes a lot of sense to give them a minor cost at best rather than require resources. (After all, we don't make blobs have to spend points to change color for example).

I could just do a cooldown. I do want to make lizards do non-human things to work their non-human abilities, though. It *is* an aesthetic ability, but it affects a bit more than a blob's color does, and lizard points don't really have any other use (at the moment!).


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RE: [PR] Lizard abilities, wolf heals, and hair powers - by Superlagg - 09-10-2020, 07:49 AM

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