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Posts posted by ChristopherGS
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4 hours ago, ClearSkies said:
These storms I think should open many rifts wildly all around the player(s). That way drifters aren't specifically just appearing in your home, rather you get a rift that explodes within the house AND maybe we might use temporal gears to damage/destroy these rifts.
So many good ideas in here!
I really like the ideas that many rift wards appear--it gives the players a sense of where the dangerous areas are. One issue we have is there are some players that enjoy the challenge and others that don't. If rifts or something visual appeared in some areas and those were the source of most of the danger two things could happen:
1. people who enjoy danger and being a hero could seek them out and help close them, and
2. people who don't enjoy danger have an easy visual conveyance of where to avoid while their companions deal with the danger.It would really open up cooperation and strategy in a good way. It provides interesting choices during a storm.
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would love for this functionality!
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It would be cool if there were some choices you could make that would increase your sanity. holding a flower, standing in a garden, petting a chicken, something. Make it an interesting choice instead of just a penalty for playing the game.
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simple mechanical pieces: lever, hand crank, pressure plate, button
in Suggestions
Posted
Based on the last road map, I am looking forward to seeing what additional types of mechanics are coming.
The power chain is great and I love the inclusion of a transmission and clutch. I am a Dwarf Fortress player and like playing with mechanics. I am hoping some more interaction pieces would be considered for inclusion in future updates:
1. A handcrank: turn nutrition into power. This would allow a seraph to manually provide power to something while still using axels and gears
2. Levers: On/off switch. Allow us to connect a lever to a clutch, and later allow it to be connected to doors or portcullis
3. Button: an on/off pulse. Turn something "on" that is "off" and vice versa.
4. Pressure plate: Allow us to attach with strings (or like in dwarf fortress, connect them using quantum...ness) to a door, trap door, and later perhaps a trap or firing mechanism.
Thanks for your consideration! Let me know if I've overlooked anything. I look forward to this part of the game being fleshed out.