ideas so far:
- give engineering a console that shows power drawn by station, power output by engineering, average power drawn, peak power drawn
- maybe also give a console that lets them remotely depower certain areas
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
This, maybe make it so the severity of the overload affects the chance of bad shit happening as well as what kind of bad things happen. MAXIMUM OVERDRIVE could be the round ender with shit just getting completely out of hand. Machines fucking malfunctioning like fucking crazy like chem dispensers spitting out random reagents with potentially deadly combinations, mules going haywire and charging around at ludicrous speeds crushing anything in their path until their charge runs out, cryotubes exploding and spewing extremely cold gases everywhere, the gateway activating and spilling out tons of highly destructive mobs that can break down walls, and tons more fun shit. Basically it makes everything go wrong in the most hilarious way possible.Port Goon overpowering mechanics where pumping shitloads of power into the system makes very bad thing happen, like APCs shooting out lightning, and doors/equipment fucking exploding when you use it to incentivize rogue engineers not just always releasing the engine.
This is a great start.Luke Cox wrote:Machines like cloning pods, protolathes, etc. could have a low power mode that functions way slower
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