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Re: Migrants
Posted: Sun May 10, 2015 11:39 pm
by onleavedontatme
Bottom post of the previous page:
Miauw wrote:>get killed
>respawn as migrant
>die 500 times
>make it back onto the station
>kill the person who killed you
Would be fairly obvious. You can already do the same as a golem, positronic brain, pAI, or drone (or just tell your metafriend on skype).
lumipharon wrote:Why not a variety of deadly locations?
Noxious swamp, arid desert, the insides of a giant space worm, who knows which you'll be going into!
Suggested that in the OP. Skeletons in the desert, lizards in the toxic jungle, golems in the asteroid belt, plasmamen ???
Skeletons would feed something to their tombs/lazarus pits to make more of them, lizards would have nests/hatcheries, golems would build each other or some shit, plasmamen would feed plasma to their mad science tubes.
And yes I think a mix of procedural (for the desert itself) with prebuilt station structures/migrant bases, ancient tombs etc would be best.
Hell maybe we could allow you to launch escape pods early and have them fall in the desert for desperate traitors to escape security, or the bored clown to go explore.
Re: Migrants
Posted: Sun May 10, 2015 11:54 pm
by DemonFiren
I can support nests due to lizard ERP.
Re: Migrants
Posted: Sun May 10, 2015 11:58 pm
by onleavedontatme
DemonFiren wrote:I can support nests due to lizard ERP.
They'd be structures with a bunch of large egg sprites and you'd feed it monster meat you sick bastard no ERP
Re: Migrants
Posted: Mon May 11, 2015 1:02 am
by DemonFiren
;-;
Kor, you are literally breaking my heart.
Also, how the hell do those things grow so quickly. It's almost like they genetically modified themselves to reproduce faster.
Re: Migrants
Posted: Mon May 11, 2015 2:46 am
by onleavedontatme
DemonFiren wrote:;-;
Kor, you are literally breaking my heart.
Also, how the hell do those things grow so quickly. It's almost like they genetically modified themselves to reproduce faster.
Space magic I ain't gotta explain shit.
Also I added a poll please vote everyone
Re: Migrants
Posted: Mon May 11, 2015 3:39 am
by lumipharon
Make exile implants actually useful by exiling all the captured traitorous scum/other undesirables to try survive with the locals in whatever hell holl the gateway rolled today.
Re: Migrants
Posted: Mon May 11, 2015 6:05 am
by onleavedontatme
lumipharon wrote:Make exile implants actually useful by exiling all the captured traitorous scum/other undesirables to try survive with the locals in whatever hell holl the gateway rolled today.
Of course! If the new thing is linked by the shuttle instead of a gateway I'd make the shuttle not take off with implanted people on board or something instead.
Re: Migrants
Posted: Mon May 11, 2015 7:36 am
by ThatSlyFox
If we force asteroid station down everyone's throats this idea would be even better.
Re: Migrants
Posted: Wed May 20, 2015 9:20 am
by Atticat
If we made a whole new game based around survival on a colorful, psychedelic, and dangerous alien planet I think that would be even cooler
Re: Migrants
Posted: Wed May 20, 2015 2:19 pm
by EmGee
all of my yes
Re: Migrants
Posted: Thu May 28, 2015 11:42 am
by Tunder
The Mining Asteroid is criminally underused as it stands; I ask admins to spawn people over there as xenos or other mobs all the time but nothing comes of it.
No need for an additional Z level, when so much work has already been done, and the Asteroid has a direct link to the station.
Re: Migrants
Posted: Thu May 28, 2015 1:23 pm
by DemonFiren
I guess nothing comes of it because you ask admins all the time.
Re: Migrants
Posted: Wed Jun 10, 2015 1:04 am
by onleavedontatme
Moved to more current thread, didn't mean to post it here
Re: Migrants
Posted: Wed Jun 10, 2015 1:19 am
by Scones
Fun, fun. Probably should try to stay away from outright encouraging ATTACK ON STATION, though.
Re: Migrants
Posted: Wed Jun 10, 2015 1:46 am
by allura
man thank god nearly every maintainer has expressed dislike for this. have fun with your pipe dream until it gets denied for strong autism :^)
Re: Migrants
Posted: Wed Jun 10, 2015 2:38 am
by invisty
I love the idea Kor, particularly whatever lore you might cook up and the "hard-mode" style of survival and gameplay.
I've got concerns as to how this will integrate with the rest of the game though, particularly the ever-present issue of shuttle-calling/round end putting it's dick in everyone's fun.
Re: Migrants
Posted: Wed Jun 10, 2015 3:47 am
by Stickymayhem
I think theory crafting has gone out of control here a bit.
Sticking to the bare basic mechanics, how do we solve problems like migrants jumping off their planet and into space?
One good thing about this idea is you can freely make the planet as deadly and unforgiving as you want but how do we do that? New mobs and environmental hazards (muh lava)?
Lifeweb has ground up survival mechanics. We don't. How are you going to get from asteroid dirt, to various tools, to advanced technology? Maybe something on the colony ship that processes materials into useful stuff?
Should migrants be forced a random name?
Are plasmamen really the most suitable candidate for migrant race?
Let's steer away from this jungle, magical whole new game discussion and think about the first iteration of this idea: An expanded asteroid with ruins, a crashed colony ship and a choice to survive there or attempt to make it to the station.
Re: Migrants
Posted: Wed Jun 10, 2015 9:13 am
by Incomptinence
Migrants getting onto the station would basically be an intrusion by another species. A way to dissuade it is to make plasma men valid on sight. They are already a more antithetical mob to human life than xenomorphs I can't think of an occasion where admins have put them in a round and it hasn't ended in an inferno.
Also the planet could have plasma nitrogen mix to encourage them to stay there. Starting them without default suits in this plasma land would also help. Think less migrants more natives.
Also the EVA job could have the sub mission to hunt plasma men the mostest dangerouser game.