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[MERGED PR] Merges mechanics with engineer
#16
(10-21-2022, 02:16 AM)Glamurio Wrote:
(10-20-2022, 12:23 AM)Conchuckter Wrote: Giving them more options for how to power the station would be nice. Also electrical faults do not happen nearly enough, giving them a lack of purpose beyond initially getting the power running.

This is something I agree with as well. There needs to be more events or things that can go wrong with the electrical system / engine to actually warrant a repair role as a primary occupation. As it stands, the majority of the time, Engineers don't really have to repair anything unless there's an arcfiend around or a meteor hits the station, both which is highly variable by not happening at all.

What if there was a general base chance for engines to go haywire? What instead of trying to overload the engine like is attempted every shift, you have to prevent the engine from going critical? Try to keep the engine at a specific level by venting extra pressure rather than to just jank it by removing floor tiles, that kind of stuff.

We got the "vampire demon engine" event.. but... if the TEG can blow up.. (Since we do have sprites and such for it happening remember it can go critical)
Then we need something to replace it if it goes broken or a way to fix it after.


Messages In This Thread
RE: [PR] Merges mechanics with engineer - by Ikea - 10-15-2022, 10:39 AM
RE: [PR] Merges mechanics with engineer - by Ikea - 10-16-2022, 05:54 AM
RE: [PR] Merges mechanics with engineer - by Ikea - 10-15-2022, 03:14 PM
RE: [PR] Merges mechanics with engineer - by Kotlol - 10-21-2022, 03:17 AM
RE: [PR] Merges mechanics with engineer - by Ikea - 10-21-2022, 11:53 AM
RE: [PR] Merges mechanics with engineer - by Ikea - 10-21-2022, 05:59 PM
RE: [PR] Merges mechanics with engineer - by Ikea - 10-21-2022, 07:21 PM

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