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Emergency Adventure Zone Escape Beacons
#8
Current strat on Bombini for telesci remote is to scan it using the device analyzer, and mass-produce it for the whole adventure crew. Mining telecrystals doesn't take too long but it's not an instant solution either.

As for suggestions to have some sort of mechanism to get the adventurer back while leaving behind their stuff, well that already exists - clone-scanning! You just clone them when they die in their telesci adventures.

Scientists could have a special item or program that is tied to the telesci teleporter pad which is "return to station", pressing it would require the scientist to stand still for 15 seconds uninterrupted. It can be single-use but producible in fabricators, or multiple-use and analyzable by device analyzers. As a restriction it could also only be usable in adventure zone Z-levels, so the item in question is useless for space travel.

That same item could even be part of the scientists PDA instead if inventory space is a problem.

Alternatively, RD computer OR telesci computer could be able to recall anyone with tracking beacons to the science pad - yet again, with the prerequisite that they are currently in the adventure zone Z-levels.

This adventure zone Z-level restriction could also be potentially lifted with an e-mag.... Or not, if it's too busted!

EDIT: There is another huge problem with port-a-sci. Nothing stops the rogue AI from just crushering the telesci locker, and unlike port-a-med, the locker itself cannot be scanned, meaning it's easy to just eliminate this mechanic from the game entirely.
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RE: Emergency Adventure Zone Escape Beacons - by Crystalwarrior - 11-29-2021, 05:20 AM

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