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engineering dept change ideas
#9
Some thoughts from Eagletanker:

A lot of smaller stuff.
Re add CW but in a changed form so it can build and lead building efforts. Make more stuff break often to get repairs being done. Get people to stop killing Mr Rathen. Junction boxes are on more maps and they now take precentages rather than just a set amount. A power grid that changes as the round goes on, making managing power a thing that required on bigger pops. Passive Repressuization at the cost of power. Making power a resource rather than a thing in abundance as so as you reach the magic total of 500 kWs. Move away from the Engine being the one big thing cause there’s not a noticeable effect on the round compared to every other department. Sci? They got Chems and other good stuff that they can play with in with work. Med? A bad Medbay means people start dying and staying dead. You also see people get healed. Civ? It’s Civ. Mining gets more upgrades and Cargo gets more gear to play with. Mechanics have mech comp and build machines.
Engineers just make power and they don’t have any other noticeable impact cause if there’s no engine the lights are still on unless it’s Oshan or Manta. Minor little things to do and tinker with would give it a better game play loop.
Also remove engineer borgs Stacks of stuff.
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Messages In This Thread
engineering dept change ideas - by nefarious6th - 02-16-2021, 12:37 AM
RE: engineering dept change ideas - by Splints - 02-16-2021, 04:30 AM
RE: engineering dept change ideas - by Leeanei - 02-16-2021, 12:17 PM
RE: engineering dept change ideas - by Drago156 - 02-17-2021, 08:41 PM
RE: engineering dept change ideas - by Azrun - 02-20-2021, 10:00 PM
RE: engineering dept change ideas - by Caro - 02-21-2021, 06:27 AM
RE: engineering dept change ideas - by nefarious6th - 04-28-2021, 10:34 AM
RE: engineering dept change ideas - by babayetu83 - 04-28-2021, 06:16 PM

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