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The recent voting will be closed soon, so anyone interested in participating who hasn't done so yet is encouraged to get those votes in ASAP.

We have some clear front-runners now, so I'll provide a bit more clarity on them as I see it. Note the final decisions won't be made until the voting is over since there will be many more balance and content considerations to think through, but these are some of thoughts so far. 

Siege treads [13 votes]

This would add a range of new parts (treads, clearly :P) that don't need to be rare, so it would be the most generally accessible mechanics among these options.

They'd be toggleable like overloading currently works for other propulsion, with effects like preventing movement while offering accuracy and defensive bonuses, for example increasing the coverage of all treads and/or armor.

Unlike overloading, however, to balance it out the negative effects would last longer once toggled off--basically fully exiting the mode for movement purposes takes some time, which would be indicated on the HUD.

Time dilation item [12 votes]

Something that either completely stops time around Cogmind, or at least slows it. Basically a better version of the Vacation Slip I added for Holiday Mode 2018 (which if you recall was cool but also stopped your energy generation and heat dissipation, making it eventually very challenging to use the afforded time to its fullest!).

It'd likely be a consumable rather than a reusable part, and given its nature this one would be pretty rare.

Multiple penetrating guided kinetic gun [10 votes]

This one is the most straightforward of the options, quite simple really. Just a guided kinetic gun capable of perfect penetration with which you can set waypoints to pass through multiple non-linear targets in the same attack, or even hit the same target multiple times. Basically you're Yondu.

0b10 disguise [14 votes]

A disguise is interesting in that I already planned to add such a mechanic as one part of another update in the future, although as envisioned that'd be post-1.0, so who knows when it'll happen for sure.

I'm sure there'll be unforeseen architectural and balance complications with this one, but the simplest iteration would be an item that can only be used within sight of hostiles for a certain duration (probably based on movements rather than time, though) in order to prevent them from noticing you.

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