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Topic: Curious how the SCP is coming along!
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6744f4aec867fDrone-Dragon

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As a player, I'd really like to destroy them because they're a navigation hazard. Just smashing a pile with the wrench should be enough to get rid of it.

It might be possible to set up beakers so that they damage worm piles, so you could only get so many beakers fills per pile. It could be assumed that healing uses an entire pile of worms.

I don't see how the worm piles instantly vanishing when you consume them is a problem. Every other object in the game instantly vanishes when you pick it up, so why would worm piles be any different?

This is a good idea. I'd say, for the small beakers 2 of them uses up a pile of worms, and a single large beaker uses up the whole pile. The only problem is what if you use 1 small and 1 large beaker on a single pile? I guess make what you get in the large beaker a smaller amount of ammo...kind of a waste though, and hard to remember even with markers put down on the map for the piles used with a single small beaker. Still that is up to you.

I don't see a problem with making the piles destructible, but remember that if you are fighting an enemy such as a monkey or spider with melee in an area where a pile or piles are located, we might accidently hit them and destroy them. It seems reasonable for ranged weapons, and I don't want to deny melee that option, but it could be hard to avoid with melee.

Also, if the piles are destructible then I think they'd be the only destructible ammo in the game.

I'd say, I agree with making piles removed by beaker use good for the main SCP, and the destructible piles best for an optional addition later.

 8)

Something I wanted to add for Zylon and everyone working on the SCP, when you guys get to making an 'optional additions' deal for the SCP later, you could possibly set it up much like the 'Wanderer's Edition' mod for Fallout 3, making certain or all options switchable in a single mod that you could add to later.

6744f4aec8b2bRocketMan

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I always remembered them disappearing after harvesting... oh well, my memory's playing tricks again.  Worms should only be destructible by certain stims.  I mean as pointed out, firing a gun at a pile of worms once or a hundred times won't make the pile disappear, it'll just make a mess.  Firing a fusion canon or grenade should clear it though.  It should be this way because worms are fragile in real life and having them respond like a brick wall to weapons fire is bad.  Plus I agree with ZB about the strategy involved.  Lastly, they should be finite because otherwise 1 pile of worms could provide infinite ammo, limited only by the availability of beakers.  It can't hurt to make each pile have like.. 30 worms or something can it?  If the number is sufficiently high that the player has no shortage of them (just like before) then it won't change the gameplay but the picky players will be pleased that over-harvesting them does make them disappear.  That would also be good.

6744f4aec8fc4ZylonBane

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I don't have any strong feelings one way or the other. It would be a fundamental gameplay change, so without a strong community consensus, I'm not touching them.

Also, if the piles are destructible then I think they'd be the only destructible ammo in the game.
The worm piles are already the only several things in the game.

6744f4aec90feZylonBane

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By default, the final SHODAN level has no background music. What are the thoughts regarding giving the final boss battle a familiar tune?

6744f4aec93deDrone-Dragon

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By default, the final SHODAN level has no background music. What are the thoughts regarding giving the final boss battle a familiar tune?

I promise you...I have not clicked that link, and I can already guess it is the music that plays during the final cyberspace battle with SHODAN from the first System Shock.

If that is true, I WHOLEHEARTEDLY support this. :thumb:

If that is false...*slips out the back door* :paranoid:
Acknowledged by: icemann
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I clicked it instead and I like the tune a lot. If it's perfectly legal, it'd make for nice additional music.

About the worm pile... I'd not change it, for different reasons.

6744f4aec9650ZylonBane

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Ever wondered what Deck B of the Rickenbacker looked like before some asshole reversed the gravity? Well here ya go. Spoiler: It looks like some of the sloppiest, most nonsensical mapping in the entire game.

Must be loaded via DromEd.
[rick2-flipped.7z expired]

6744f4aec972aZylonBane

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Anyone remember if there are any laser rapiers laying on the ground anywhere besides the one in Hydroponics?

6744f4aec9a12Drone-Dragon

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Anyone remember if there are any laser rapiers laying on the ground anywhere besides the one in Hydroponics?

There is one in engineering, in that little control room between the two engine rooms themselves I believe. :)

Edit: In the big central room on the lower floor, not the upper floor.
« Last Edit: 04. March 2014, 15:47:21 by Drone-Dragon »

6744f4aec9d3dChandlermaki

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Ever wondered what Deck B of the Rickenbacker looked like before some asshole reversed the gravity? Well here ya go. Spoiler: It looks like some of the sloppiest, most nonsensical mapping in the entire game.

Must be loaded via DromEd.

This may be attributed to my noob status when it comes to DromEd\ShockEd, but my editor just crashes upon opening this mission.

6744f4aec9e4cZylonBane

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I assume you're using NewDark DromEd.

6744f4aeca05dChandlermaki

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I assume you're using NewDark DromEd.

Yep, that was the issue. I didn't even think about that. Thank you!

6744f4aeca1c4ZylonBane

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Another note about the Rickenbacker's Deck B... Y'know that part where you climb that really tall ladder up to the surgical bay? It makes sense, because through all of Deck A you're climbing up, up, up, ascending ever-upward to the bridge at the top of the ship. But wait a minute-- Deck B is inverted, so that ladder is actually taking you down, far below the elevator you arrived in, into what would logically be somewhere back on Deck A.

I would bet cash monies that the guy who built this level was in such a hurry that he forgot that tall maintenance shaft should have been going "down", not up.

6744f4aeca2afDrone-Dragon

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In regards to the Rickenbacker...Maw of Chaos in spaaaaace.

6744f4aeca3f2icemann

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A vote for using that music for the SHODAN battle. Would be an awesome change.
Acknowledged by: RocketMan
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Another note about the Rickenbacker's Deck B... Y'know that part where you climb that really tall ladder up to the surgical bay? It makes sense, because through all of Deck A you're climbing up, up, up, ascending ever-upward to the bridge at the top of the ship. But wait a minute-- Deck B is inverted, so that ladder is actually taking you down, far below the elevator you arrived in, into what would logically be somewhere back on Deck A.

I would bet cash monies that the guy who built this level was in such a hurry that he forgot that tall maintenance shaft should have been going "down", not up.

Scott Blinn. Also responsible for command deck which isn't too bad when it comes to realistic layout and architecture. So yeah, must've been in a hurry.
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Scott Blinn. Also responsible for command deck which isn't too bad when it comes to realistic layout and architecture. So yeah, must've been in a hurry.

 Yeah it's kind of insane how terribly "thought out" it all seems compared to a few other decks.

 Haven't really been on the forum much in the past couple months, glad to see things are still moving along nicely with the mod guys!

     8)
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I really want to play this mod. I've actually been "saving" the GOG version for until this is finished.

As an aside, I've only ever played with respawns off. I just didn't want to worry about feeling like I had to rush to beat the respawn clock.

6744f4aecade8ZylonBane

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As an aside, I've only ever played with respawns off.
So you actually have no idea whether it would ruin the game for you or not, you just assume it would.

6744f4aecb06evoodoo47

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he can't really play with respawns off unless someone edited the maps for him, the cfg edit will only lower them if memory serves. anyways, to each his own..
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he can't really play with respawns off unless someone edited the maps for him, the cfg edit will only lower them if memory serves. anyways, to each his own..

You can lower the variable to 0, yes.
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Anyway, I followed the link here (https://www.systemshock.org/index.php?topic=25.792) to get to this thread and didn't notice there were several more pages. People were talking about respawns.

6744f4aecb5e5voodoo47

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well, there are a couple of places where the respawn parameters have been set incorrectly, resulting in increased spawning. those places are/will be fixed.
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There's also Zygo's Ultimate Spawn mod which fixes the rest.
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