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A (long) proposal for a Disaster rework
#3
Now that's a meaty post! I've done a couple of disaster rounds, my first one being the most memorable cause we survived for the entire round on-station. That was a blast..

I like the fact that there's an on-station goal, but I'd rather keep the disaster rounds short since things are already dangerous enough! Instead of needing to cobble together an entire teleporter, I think we could take a page from L4D2 where you need to do a small objective at multiple parts of the station in order to escape proper. If they aren't completed in 20-30 minutes, boom. If themed disasters end up being a thing, could have varied objectives as well. Don't need to coordinate the entire station, just small groups of people.

Care packages sound like a blast, giving more of a reason to people to get out and 'brave the storm' for desperately needed medical supplies, ammo or equipment. They're already sending in reinforcements, why not also send in supplies? I don't see the syndicate bailing anyone out though. I get the vibe that they're more than willing to let some of their own die, especially since there's nukie squads who's whole purpose is to blow themselves and a station up.

And about the last 4 points:
1. I think the monster spawn rates are already decently high, and if they're increased then there's no other way to survive other than turtling or running off-station. If they're increased in key locations, like escape, that'd be more reasonable.
2. Interesting idea, I think they should be special mobs that you can pick out of a crowd and tell immediately they're an issue++
3. Can't comment, never had a chance to play wraith.
4. Love it, you should be active in a gamemode like this. Could instead have all lockers bins and chests have a chance to get stuck in them, forcing you to try and break out of them or call for help. Since they're either damaged in the shift or because you're in a massive hurry.
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RE: A (long) proposal for a Disaster rework - by Dhaidburt - 08-11-2023, 06:29 PM

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