Bottom post of the previous page:
Arm said he's code it god dammit someone get the sprites.Crab People
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Re: Crab People
oranges wrote:pork, the nondescript, commoner king, literally so stealth you could just your normal name in OOC and nobody would know, long may he reign as the secret commander
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Deitus wrote:If your signature is scrollable it's too long and fucking obnoxious and you should feel bad
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Link to my feedback thread. Go there.
PKPenguin321 wrote:I've been had by yet another tg boondoggle
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Re: Crab People
Planet station will be in development hell for two more years until it is released as its own server in 2020.
- Armhulen
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Re: Crab People
Map is in progress and it's a freeze have patience
- Lumbermancer
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- Nilons
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Re: Crab People
the thread that keeps on giving
- Lumbermancer
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- Lumbermancer
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Re: Crab People
HydroFloric wrote:Someone add this
- ComradeNecron
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Re: Crab People
HydroFloric wrote:Someone add this and remove all other races
- Lumbermancer
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Re: Crab People
We need Remie for that.
[youtube]SiAG5NYE05Q[/youtube]
[youtube]SiAG5NYE05Q[/youtube]
- Lumbermancer
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Re: Crab People
bump
the time is now, strike while the iron is hot
the time is now, strike while the iron is hot
- Lumbermancer
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Re: Crab People
Ligga If I knew how to sprite, I wouldn't be here. But it's hoslaser + hoslaser_kill not hoslaser_empty anyway. I would have to put in charge sprites and merge it too I guess.
- Nilons
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Re: Crab People
god bless crab people
- Nabski
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- Lumbermancer
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Re: Crab People
Nabski, I don't want to sound ungrateful, but the whole point of Crab People is for them to be non humanoid.
- Nabski
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Re: Crab People
I have had a vast misunderstanding of what you wanted for a while then.
- Lumbermancer
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Re: Crab People
They are literally just supposed to be Crabs, like on the images. Sentient animals. Minimal clothing and gear. Unique both visually and mechanically.
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Re: Crab People
Ok, since Nabski will make us sprites (right? RIGHT?), it's time to move past the meme-phase, and into debate-phase. I will write down all the Crab People features and mechanics, so they're easier to discuss.
The idea behind Crab People is to have a non-humanoid race, with significant strengths and weaknesses.
MOVEMENT
-Mech style movement. Turning in place. Ripley speed.
OPTION: Speed could still be modified with chemicals. I don't like it, cause inevitable power-gaming.
-Option to "strafe". Move perpendicularly to your facing direction.
Since they have no walking modifier, walking button/shortcut could be used for strafing.
-Not hindered by slippery floors or zero-g.
-Can't be pushed when in harm/disarm intent.
-Can't be grabbed aggressively.
CLAWS
-Claws act as a wrench, wirecutter and crowbar by default.
-They can hold and use all other items, but not very well
OPTION: They could also be able to hold large items in both claws, similarly to Ripley.
ROF and FIDDLE mechanics
[list]-Firearms and other projectile tools (portal gun) would have reduced rate of fire.
-All other tools and items would require you to FIDDLE with them beforehand (Similarly to DMCA and lack of skill).[/list]
OPTION: After you FIDDLED with an item for the first time, you would then be able to use it normally as long as you keep it in the same claw.
PROBLEM: Surgery. SOLUTION: Surgery could just use "screw up" mechanic with no fiddling, but I'm not sure if you could code a conditional like this.
-Claws deal brute damage in melee combat.
OPTION: Maybe have increased chance to cause bleeding.
-Claws have a sharp modifier.
PROBLEM: Maybe too OP?
-Claw can be used to grab humanoids pretty easily, similarly to CQC Grab-Grab.
GENERAL OPTION: They could also have electrical insulation by default, since Crab People can't wear gloves.
CARAPACE
-Two layers of health: Carapace health and "Body" health. To harm the "body", you need to get through the carapace first.
-Carapace has a chance to reflect energy projectiles.
-Carapace heals by itself really slowly.
-Carapace is space-worthy.
-Carapace protects only head and torso ("body"), limbs are expendable (they are separate, their damage won't count towards "body" health).
-When you lose a limb, it will regrow after a while ( you can speed the process up with nutrition).
CLOTHING AND STUFF
-Crab People can only wear glasses, helmets/hats, masks, belts and backpacks.
PROBLEM: Limited visual uniqueness and identity. SOLUTION: Lots of skin colour variants - shouldn't be that hard to do, after Nabski makes the sprites (right, RIGHT?). Add a neck slot, so Crab can wear some bling, a necktie or a bed sheet
OPTION: Crab People must take off their backpack first, to open it, like medics in DMCA.
I hope I didn't miss anything.
The idea behind Crab People is to have a non-humanoid race, with significant strengths and weaknesses.
MOVEMENT
-Mech style movement. Turning in place. Ripley speed.
OPTION: Speed could still be modified with chemicals. I don't like it, cause inevitable power-gaming.
-Option to "strafe". Move perpendicularly to your facing direction.
Since they have no walking modifier, walking button/shortcut could be used for strafing.
-Not hindered by slippery floors or zero-g.
-Can't be pushed when in harm/disarm intent.
-Can't be grabbed aggressively.
CLAWS
-Claws act as a wrench, wirecutter and crowbar by default.
-They can hold and use all other items, but not very well
OPTION: They could also be able to hold large items in both claws, similarly to Ripley.
ROF and FIDDLE mechanics
[list]-Firearms and other projectile tools (portal gun) would have reduced rate of fire.
-All other tools and items would require you to FIDDLE with them beforehand (Similarly to DMCA and lack of skill).[/list]
OPTION: After you FIDDLED with an item for the first time, you would then be able to use it normally as long as you keep it in the same claw.
PROBLEM: Surgery. SOLUTION: Surgery could just use "screw up" mechanic with no fiddling, but I'm not sure if you could code a conditional like this.
-Claws deal brute damage in melee combat.
OPTION: Maybe have increased chance to cause bleeding.
-Claws have a sharp modifier.
PROBLEM: Maybe too OP?
-Claw can be used to grab humanoids pretty easily, similarly to CQC Grab-Grab.
GENERAL OPTION: They could also have electrical insulation by default, since Crab People can't wear gloves.
CARAPACE
-Two layers of health: Carapace health and "Body" health. To harm the "body", you need to get through the carapace first.
-Carapace has a chance to reflect energy projectiles.
-Carapace heals by itself really slowly.
-Carapace is space-worthy.
-Carapace protects only head and torso ("body"), limbs are expendable (they are separate, their damage won't count towards "body" health).
-When you lose a limb, it will regrow after a while ( you can speed the process up with nutrition).
CLOTHING AND STUFF
-Crab People can only wear glasses, helmets/hats, masks, belts and backpacks.
PROBLEM: Limited visual uniqueness and identity. SOLUTION: Lots of skin colour variants - shouldn't be that hard to do, after Nabski makes the sprites (right, RIGHT?). Add a neck slot, so Crab can wear some bling, a necktie or a bed sheet
OPTION: Crab People must take off their backpack first, to open it, like medics in DMCA.
I hope I didn't miss anything.
Last edited by Lumbermancer on Sun Oct 14, 2018 7:51 pm, edited 3 times in total.
- DemonFiren
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Re: Crab People
Thank you.
- John_Oxford
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Re: Crab People
i format much better than thatDemonFiren wrote:oxford-tier
heres your [you] fucker
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- Nilons
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Re: Crab People
I want this in the game so fucking bad
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Re: Crab People
Some day, this shall be reality.
I await that day
I await that day
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