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Decay Chemicals
#2
We kinda tried this once with slow-running chemical reactions. It wasn't necessarily a bad idea but my execution was... subpar, it had to be reverted pretty fast since I couldn't really fix the issues without a deeper redesign of chemistry. The problem with the chemistry system is that the amount of creativity the system allows is directly correlated to the number of station/server-destroying explosions; slowed reactions allowed turning an already-perfected concotation from hell into something orders of magnitude worse, partly because many reactions don't consider the volume that's reacting in a sane fashion.
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Messages In This Thread
Decay Chemicals - by Prichard - 05-15-2017, 01:23 PM
RE: Decay Chemicals - by Tobba - 05-15-2017, 02:01 PM
RE: Decay Chemicals - by Vitatroll - 05-15-2017, 02:18 PM
RE: Decay Chemicals - by amaranthineApocalypse - 05-15-2017, 02:20 PM
RE: Decay Chemicals - by Noah Buttes - 05-15-2017, 03:21 PM
RE: Decay Chemicals - by Prichard - 05-15-2017, 02:54 PM
RE: Decay Chemicals - by HydroFloric - 05-15-2017, 03:20 PM
RE: Decay Chemicals - by Prichard - 05-15-2017, 04:40 PM
RE: Decay Chemicals - by Frank_Stein - 05-15-2017, 03:58 PM
RE: Decay Chemicals - by awfulworldkid - 05-15-2017, 04:01 PM
RE: Decay Chemicals - by Vitatroll - 05-15-2017, 04:44 PM
RE: Decay Chemicals - by misto - 05-15-2017, 04:59 PM
RE: Decay Chemicals - by Noah Buttes - 05-15-2017, 05:14 PM
RE: Decay Chemicals - by Prichard - 05-15-2017, 07:35 PM

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