Space Sickness and Crew Injuries

General discussion about the game.
Spleenling
Posts: 48
Joined: Sun Jul 08, 2012 5:33 am

Re: Space Sickness and Crew Injuries

Post by Spleenling »

1. The upgraded medbay is essential for the mantis ship (get your crew back and ready for combat.
2. While i would like to see crew getting sucked out and airlock they (with execption of the slugs) may be wearing magnetic boots.
angelocire
Posts: 44
Joined: Mon Jul 02, 2012 8:09 am

Re: Space Sickness and Crew Injuries

Post by angelocire »

Spleenling wrote:While i would like to see crew getting sucked out and airlock they (with execption of the slugs) may be wearing magnetic boots.
But if the boots stay stationary and unmoveable and your body gets sucked violently in some direction, unless you have some kind of braces it could easily snap your legs, knees, spine, etc. So they should have a high chance to take a LOT of damage.
Al_Ka_Pwn
Posts: 15
Joined: Sun Jun 24, 2012 3:26 am

Re: Space Sickness and Crew Injuries

Post by Al_Ka_Pwn »

Justin wrote:That's why I loved working on this game early on, there are so many directions you could take it. Stuff like this and inventories and equipment for crew could totally work and sound amazing.


That being said, we are trying to keep the game as streamlined as possible. Complex ideas like these will have to wait for someone else to revisit this core game concept. Or a sequel, if we do one.
How about this, as DLC after the game is out add in a "hard mode" on top of the normal mode and make hard mode include things like inventory and injuries and sickness and other shenanigans (cough cough chest bursters and space zombies ;P cough) while normal mode retains all the stuff it currently has. This way the game stays streamlined in normal mode, new players are slowly introduced to these and not overwhelmed, and the game gets more replay value for people who want an even greater challenge. It is a win win situation for everyone where every party gets to have their cake and eat it too.
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