10-30-2014, 02:22 AM
Sundance Wrote:Artifacts need more functions thats for sure.Being able to alter, stabilize, destabilize, or partially modify artifacts would be quite interesting, especially if it allowed you to have some way to deconstruct artifacts to get random alien salvage components, which, in theory, could have properties of there own and/or be used to create a different artifact.
But the actual artlab side of things needs to be looked at a little deeper, the code expanded somewhat.
Currently artlab is:
-->Fiddle with artifact
-->Find out what activates artifact
-->Pocket artifact or throw it in the pile
-->(optional) Fiddle with it on the artlab stuff to see what values it spits out.
What would be far superior form of artlab and would add a much deeper form of "study" is that if artifacts had ON/OFF functionality and strengths
So lets take an example :
You find an large artifact. You study it and find it reacts to both heat and electricity. If you did some further study instead of throwing a welder/baton at it, you'd find it can activated via electric impulse and reacts to stimuli between XXX-->YYY kelvin. Upon activation you find it is a forcefield artifact.
By tweaking the heat values you can increase/decrease the range of the forcefield within the artlab. By hitting it with a bolt of electricity you can turn it on/off.
This changes artlab entirely. Firstly you could potentially mix up what activates it or what changes the value of the strength which means if you did not do study you could of potentially set a fuze on an artbomb to 1 second. This is a good thing. Secondly it means someone who has studied the artifacts know how to work them. Touch activation would still be a thing, but would you know how to access its full potential?
Thirdly this allows artifacts to have secondary functions. That artifact thing you thought was a gun? Nope, you had the setting wrong, it's actually a portal.
Fourthly and mostly importantly, artifacts would be tinkered and studied alot more.