09-19-2016, 09:25 PM
(This post was last modified: 09-19-2016, 09:26 PM by Boa Jacque. Edited 1 time in total.)
I'm all for making certain items more scarce.
Also all for making windows tougher. Don't remove windows though.
Electrified grilles were a pain, in a good way.
On making items more scarce:
This should not apply to crowbars. Or emergency toolboxes at all actually. I got stuck on the arrivals shuttle the other day because there were absolutely no crowbars nor means to get them. This dilemma is unfun.
However, if I had to search harder for oil cans or welding tanks (the handhelds) then that wouldn't be so bad.
Less medkits
Less belts
Less spacesuits
Less sunglasses
Less spares (yellow gloves @ mechanics, medkits, hyposprays) within departments.
Excesses should be obvious (like the -stacks- of medkits in medbay could be reduced to 1)
Don't remove any toolboxes or air bottles though, IMO.
Its the high-grade robust items that are the problem, not so much things you can find in toolboxes or make at general manufacturers.
ask yourself: Is this item fancy? does it unlock something desirable, particularly things that grant immunities or produce powerful weapons? are there 5+ on station already? If so, I should probably place this item behind a barrier of some sort.
Also all for making windows tougher. Don't remove windows though.
Electrified grilles were a pain, in a good way.
On making items more scarce:
This should not apply to crowbars. Or emergency toolboxes at all actually. I got stuck on the arrivals shuttle the other day because there were absolutely no crowbars nor means to get them. This dilemma is unfun.
However, if I had to search harder for oil cans or welding tanks (the handhelds) then that wouldn't be so bad.
Less medkits
Less belts
Less spacesuits
Less sunglasses
Less spares (yellow gloves @ mechanics, medkits, hyposprays) within departments.
Excesses should be obvious (like the -stacks- of medkits in medbay could be reduced to 1)
Don't remove any toolboxes or air bottles though, IMO.
Its the high-grade robust items that are the problem, not so much things you can find in toolboxes or make at general manufacturers.
ask yourself: Is this item fancy? does it unlock something desirable, particularly things that grant immunities or produce powerful weapons? are there 5+ on station already? If so, I should probably place this item behind a barrier of some sort.