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Crashed escape pods:artifact rooms in space

Posted: Wed Feb 10, 2016 9:14 am
by Helios
A problem with space exploration is it is very stagnant. People know how you get from abandoned to white ship, where you can get a syndi toolbox and where you get a void jetpack. My solution to this is jettisoned escape pods. 4x3 escape pods that didn't manage to make it to centcomm. This can be a bunch of things. A traitor that didn't quite make it, a inactive swarmer (equivalent to face hugger discovery in mining), a escape pod from the downed clown ship, a mime escape pod with invisible walls, Russians that had an engine failure and ended their lives with a Russian revolver and vodka.
The whole idea is it'd be bite size space content, in a digestible and unpredictable form of Artifact rooms

Re: Crashed escape pods:artifact rooms in space

Posted: Wed Feb 10, 2016 9:47 am
by onleavedontatme
I coded this last year, I am just lazy and never made any maps for it.

Re: Crashed escape pods:artifact rooms in space

Posted: Thu Feb 11, 2016 4:36 am
by PKPenguin321
FYI, inactive swarmers are like drone shells in that a ghost can jump into it any time, if we add this it will have to require activation by a human (who should probably be an antagonist) so there are not swarmers every round

Re: Crashed escape pods:artifact rooms in space

Posted: Thu Feb 11, 2016 4:36 am
by Helios
PKPenguin321 wrote:FYI, inactive swarmers are like drone shells in that a ghost can jump into it any time, if we add this it will have to require activation by a human (who should probably be an antagonist) so there are not swarmers every round
Well, that's what I meant.

Re: Crashed escape pods:artifact rooms in space

Posted: Fri Feb 12, 2016 7:40 am
by Buggy
Helios wrote:a mime escape pod with invisible walls
I have been working on some mime stuff a-la bananium, where you can use it to make a reticience and stuff. We could stick some Silencium in there or something but that means I have to finish the PR, and somehow get sprites for it.