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rework materials from the ground up
#54
I've been toying around with a text file that I add to every once and a while. What material system needs in particular is item that are unique. I'll be editing the list as feedback is given.

Another coding thing is base stats for certain items, such as spacesuit. What does this mean? It means that building a spacesuit will already have very minor cold resistance to begin with, but depending on what you make it from will add or subtract this cold resistance. This means you can now actually build something akin to an armored space suit. Other items will only use certain stats in particular. Others will only apply some of the stats, eg: Uqill armored gloves aren't going to protect you as much as Uqill armor. 
 
Alot of items will require new ores and new stats. This is intentional.  The Path is Grey
Also included on this list is Noah's spear patch, which I feel encompasses this quite nicely. cool

Gloves
Plain glove -Will check for conductivity and apply some thermal conductivity + flammability + permeability. Make your own insulating gloves that can resist some fire/cold/chemical damage! Will apply "unique" fiber prints on forensic analysis.
Armored glove - Will apply some of the various armor strengths. Cannot be insulated. Same as above with unique forensics analysis.
Barbed glove - Will apply some of the new "sharpness" stat. Sharpness is fairly self explanatory. Your punches now do minor stab damage! Barbed gloves are fingerless and do not obscure prints!
Knuckleduster - Will apply some of the hardness stat. Your punches are hard hitting! Does not obscure prints!

Shoes
Plain shoes - Will apply some conductivity, thermal conductivity + flammability + permeability. Conductivity only protects against some shock. Will also apply some of a new stat "Roughness" which will reduce slipping.
Boots - Will apply some of the various armor strengths and conductivity. Will not apply roughness. Can be used in conjuction with the "dagger" see below
Powershoes - idea is still being bounced around in my head, but it requires a battery. I'm thinking something like increased speed for certain periods as-well as acting similar to mech boots.

Shades
Plain Shades- Uses transparency and reflectivity. Reflectivity in this instance will dictate resistance to flashes. Certain high reflectivity will outright resist flashes. High transparency will not obscure your vision whatsoever. 
Visors - Will require some power source. Probably do something cool like seeing much further in the dark.

Uniform
Plain uniform/suit - Will apply some thermal conductivity + flammability + permeability + various armor strengths. Only aesthetic difference between uniform and suit. 

Mask
Horse mask/clown mask - Will apply some thermal conductivity + flammability + permeability. Horse mask has internals.
Plain mask - Will apply some thermal conductivity + flammability + permeability. Has base stat to corrosion damage. Significant corrosion damage can resist changeling spits/shit melting your face.
Reinforced mask - Will apply some armor stats. Has no base state to corrosion damage.

Hats
Tophat/Beret - Will apply some thermal conductivity + flammability + permeability. Has base stat to corrosion damage. Significant corrosion damage can resist changeling spits/shit melting your face.
Hardhat - Will apply some armor stats. 
Welding helmet - Receives bonus to reflectivity. Make a welding helmet which you can see perfectly out of
Helmet - Spacesuit helmet, receives bonus to thermal conductivity. Will apply some thermal conductivity + flammability + permeability.

Exosuit
Exosuit - Will receive base stats for flammability + permeability. Will apply armor stats
Spacesuit - Will receive base stats for thermal conducitivity. Will apply armor stats.
Armor - Will receive base stats for armor. Is "sec armor" so similarly can be attached to things to make "armored" X

Melee Weapons
Dagger - Applies hardness and sharpness, one dictating damage other dictating bleeding damage. Daggers can be hidden in specific clothing items, particularly boots. 
Spears - See noahs patch. Might need sharpness coded though.
Warhammers - Same as spears, but uses metal slabs as the head. Use for stamina damage
Powered spears/warhammers - Uses a power source, i'm thinking it can be used to electrocute or knockback respectively.
Ninja stars - Essentially like takes old floor tile code and applies materials to it. Can be stacked in your hand.

Guns
Rifle pieces - Essentially uses material code that effects various things with the gun. Can accept bullets or can be used to make tasers/lasers. This idea is still being fleshed out, but i'm thinking of being able to fire incidencary bullets/ stuff that radiates, stuns etc. I want it along the lines of being difficult to make better than an laser rifle but easy enough to make some shit one shot gun.
Bows. Essentially the peasant rifle, arrows don't do as much damage as bullets do, but can be dipped into chemicals which makes this akin to a very slow syringe gun. Also is ineffective with some chems, for obvious balancing reasons.
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Messages In This Thread
rework materials from the ground up - by Nnystyxx - 08-08-2016, 03:04 PM
RE: rework materials from the ground up - by Erik - 08-09-2016, 03:52 AM
RE: rework materials from the ground up - by BBEG - 08-13-2016, 09:40 AM
RE: rework materials from the ground up - by Erik - 08-11-2016, 01:16 PM
RE: rework materials from the ground up - by Erik - 08-11-2016, 01:27 PM
RE: rework materials from the ground up - by Erik - 08-14-2016, 01:09 PM
RE: rework materials from the ground up - by Sundance - 08-17-2016, 02:36 PM
RE: rework materials from the ground up - by BBEG - 08-17-2016, 02:57 PM

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