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[PR] Gravity and Gravity Tethers
#18
Testmerge updated - these should be available in the next round or two from this post time depending on when rounds end.

Balance updates:
A few ways of being moved didn't give inertia, which left people stuck in zero-G more often than intended. These changes should make gravity feel more a little more "fair" and realistic.
* Pushing someone away in Zero-G gives you both inertia in opposite directions
* Swapping positions with someone gives them inertia in the opposite direction

Tether costs made station tethers difficult to build and prevented casual or antag use with local tethers. These changes are intended to make it easier to build/rebuild gravity tethers in early/mid-round with a lesser reliance on rare mining ores.
* Station tether cost change 
    * FROM 5 metal, 5 dense crystal, 4 super-dense metal, 3 koshmarite, 2 energy extreme
    * TO 5 metal, 1 dense crystal, 3 super-dense metal, 3 koshmarite, 4 energy high
* Local tether cost change 
    * FROM 2 metal, 1 dense crystal, 1 super-dense metal, 1 koshmarite
    * TO 2 metal, 1 super-dense metal, 1.5 koshmarite, 1 energy high

Bug Fixes:
* Conveyors should feel less weird to run against their direction of travel
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Messages In This Thread
[PR] Gravity and Gravity Tethers - by github_bot - 01-14-2026, 05:29 PM
RE: [PR] Gravity and Gravity Tethers - by Whele - 01-15-2026, 05:42 PM
RE: [PR] Gravity and Gravity Tethers - by Ikea - 01-17-2026, 10:07 PM
RE: [PR] Gravity and Gravity Tethers - by Kotlol - 01-18-2026, 09:21 AM
RE: [PR] Gravity and Gravity Tethers - by glowbold - Yesterday, 06:17 PM

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