Bug or Feature ?: no oxygen HEALS crew

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Gencool
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Re: Bug or Feature ?: no oxygen HEALS crew

Post by Gencool »

No, I had a think about it, but I can't see a way of balancing it.
Why would you ever turn oxygen back on, yknow?
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stylesrj
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Re: Bug or Feature ?: no oxygen HEALS crew

Post by stylesrj »

You don't need the oxygen system in the first place... or a medbay. But then your Lanius and Ghosts won't heal.

Heck, all enemy ships could be made harder if they had the augment as well. Since they'll board you and heal up just as fast as your crew and probably do more damage, because according to FTL rules of thumb, enemy crew always does more damage to people. Especially when it's Human VS Mantis. That Mantis will be nearly dead fighting an enemy Human while your Human will be nearly dead after bringing an enemy Mantis to half-health.
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Gencool
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Re: Bug or Feature ?: no oxygen HEALS crew

Post by Gencool »

I guess, what I meant is that without oxygen, there's no fires or boarders. That's two huge problems totally gone.
Even Autoships, which have that as a main issue, are scuppered by not having crew to organise repairs or fix breaches.


I suppose there's a couple of old ships I could dig out that could benefit from these new techniques, though.

Stuff like this really makes me wish we had more modding control though.
If we could make 0 oxygen rapidly heal, but also stun, your crew - i.e. Emgergency Stasis, I'd already have a perfect concept lined up.
Maybe something that could be done bombs...
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meklozz
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Re: Bug or Feature ?: no oxygen HEALS crew

Post by meklozz »

A negative augment wouldn't mean much since you can just sell it.

@edit Oops, I wrote this before I saw the 2nd page. Still..
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fdagpigj
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Re: Bug or Feature ?: no oxygen HEALS crew

Post by fdagpigj »

meklozz wrote:A negative augment wouldn't mean much since you can just sell it.

@edit Oops, I wrote this before I saw the 2nd page. Still..
If you set its price to a negative value, you'll gain that much money when buying it from a store, and lose half that amount when selling it to the store. So, yes, there is a reason a player would not want to (or be able to) sell a negative augment. But of course if he gets more than 3 augments via rewards he could just choose to discard it. But, you can make it a gentleman's rule to never get rid of it (other than by paying a store to uninstall it).
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Gencool
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Re: Bug or Feature ?: no oxygen HEALS crew

Post by Gencool »

Mekz is right, it's far too easy just to sell something. Even making it cost -999 scrap, you can still just replace it when you hit three augments.
It entirely relies on players agreeing to a meta-game set of rules.

That's not bad though. With mods like CRAZE, where it's a challenge and it's only a single element, people are more likely to play along.
An entire ship can be different, though, since many players will happily sell a negative augment just to win, even if it makes the game less interesting.


((I wrote this as fdagpigj was writing, so many of the points are the same, sorry!))
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mr_easy_money
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Re: Bug or Feature ?: no oxygen HEALS crew

Post by mr_easy_money »

so about selling augments with a negative price to stores (decrease in scrap as a result of selling)

can you sell it even if you don't have enough scrap to sell it? : the augment costs X scrap to sell, but you have less than X scrap. will you be able to sell it?
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stylesrj
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Re: Bug or Feature ?: no oxygen HEALS crew

Post by stylesrj »

Yes, you can sell it if you don't have the Scrap but -999 means it'll wipe out your savings. So you can't sell it immediately for that pre-igniter you wanted.
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mr_easy_money
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Re: Bug or Feature ?: no oxygen HEALS crew

Post by mr_easy_money »

stylesrj wrote:Yes, you can sell it if you don't have the Scrap but -999 means it'll wipe out your savings. So you can't sell it immediately for that pre-igniter you wanted.
I was thinking about putting it on a ship to start, but like you said one could just sell it when they do not have much scrap (e.g. sector 1 store)

so a better idea would be to place them as event rewards (or rather, punishments) in later sectors. two things I can think of off the top of my head:
note: it is assumed that the 'gentleman's rule' is in place (or not, if it is a ludicrous amount to remove)
1. It can look like a reward from an enemy but it isn't. augment has a name that is appealing even though it should not be wanted. should make it less scrap to remove it than -999
2. It is a punishment that is forced upon you that you cannot escape from ( only option in an event) , for example, you fail to do a certain part, or you pick the wrong choice and you end up with only 1 option "1. you receive [bad augment]". The event defines what type of bad augment you get if you get the bad outcome. Could be possible to incorporate these throughout multiple sectors to enhance strategy/gameplay.
Braxbro
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Re: Bug or Feature ?: no oxygen HEALS crew

Post by Braxbro »

fdagpigj wrote:
meklozz wrote:A negative augment wouldn't mean much since you can just sell it.

@edit Oops, I wrote this before I saw the 2nd page. Still..
If you set its price to a negative value, you'll gain that much money when buying it from a store, and lose half that amount when selling it to the store. So, yes, there is a reason a player would not want to (or be able to) sell a negative augment. But of course if he gets more than 3 augments via rewards he could just choose to discard it. But, you can make it a gentleman's rule to never get rid of it (other than by paying a store to uninstall it).
"Take my money and my rocket launcher. I need to empty my hold to get an awesome beam." :P
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