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PVE Gameplay overhaul for Research, Mining, Engineering V1
#22
Hmm, I've read through this thread and I got a little idea, specifically regarding engineers.
Engineers currently set up the engine and as the wiki suggests, immediately get bored and hack shit or get drunk. Cogs map gives engineers something to do, and is a great roll in the right direction, but perhaps there is room to take this further.
Why don't we tweak random events like exadv1 suggested but without the points system incorperated.
The random events currently are everybody running into maint/lockers or a puny set of pebbles hit the station and nobody moves or panics.
The random event should be something that should be feared but not unmanageable, and what I mean by that is where the engineers come into play.
Say we got meteors coming in, these aren't pebbles, these are holy fuck botany is going to be fucked, then it's up to the engineers to save the crew with their meteor shields. Fuck, we SHOULD be able to manufacture meteor shields, and it SHOULD be like exadv1 suggested, that various ores/chemicals secreted in it makes it last longer. Other random events could be added, and would give engineers EVEN more things to do. Random mobs, like a zombie outbreak, where 10-15 zombies may spawn in a random place, engineers could build turrets like previously suggested to keep these at bay (the turrets can only target mobs and pods, where I imagine pods could be some traitor and security could choose what specific pod the turret could attack)
And here's my tweak: These random events, deadly as they may seem, should remain random. This would add to the paranoia that is ss13.
So now engineers instead of doing what they do now, which is nothing really, can build defense systems, pods, managing the engine along with managing the station.
The possibilities as a traitor to fuck shit up during these random events are monumental. Hack the meteor shields, hack the turrets, stun people and throw them to the mobs. I am just drooling at all the options you could do as a traitor.

In regard to other things like mining, adding stuff like a tech tree could be awesome. Like seriously, mining is already slightly rpg with buying stuff from the fabricator to progress. You would really need to tweak mining alot so that miners don't actually spend all their shit on themselves and they actually benefit from sending ores to departments because people are selfish haha.

And in regard to science, if scientists could make claymores that only blow up when attached to doors, they could be used for miners who find a spooky derelict station, etc. Anything for toxins to be used. Scientists could work with miners for research purposes, certain things found in space such as strange mechanical contraptions (big ones, expanding over many tiles) may require scientist intervention, in which case the telelab, a miner gps and scientists going over and researching this area would be REALLY awesome. It might even be some sort of weapon (traitor scientist/miner ears perk up)

So tl;dr: Yes, give engineers something to do. Yes to a deadlier random event.
Give miners+scientists a better relation, give miners a better purpose, because currently there isn't really bar having their own little rpg adventure in space.
and finely give TRAITORS things to fuck with the station and the people.


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