Reducing the amount of abyss (and other suggestions)

#1
Now that you've made the Moloch fucking terrifying, could you decrease the amount of abyss that lines the bottom of the level? Way too easy to get abyssed in the current scheme of things, I think it's the reason we lose like 95% of the time and it makes fighting certain enemies like Endwurms basically impossible and Molochs extremely hard

Also, levels at the moment seem way too short. In most generic artifact missions you can grab the artifact and end the mission in something like 5 min, levels could stand to be lengthened

Some other suggestions:
1. Increase the amount of fuel welders and cutters consume. One welding fuel tank almost always lasts you the entire round so there's always a shitton extra fuel laying around. Fire extinguishers kind of have the same problem too
2. Increase the amount of time for oxygen generators to refill oxygen tanks. You can basically live forever with just two oxygen tanks and a working oxygen generator
3. An enemy that aggressively tries to board the ship, maybe? Probably my favorite moments from this game are when there's a crawler in a room you need to access and people try to formulate plans to kill it.
4. Either buff railguns or let people in multiplayer choose the mission type. Some subs really can't handle a Moloch while other subs would be best used against Molochs because they have like 5 railguns.
5. Make artifact missions more dangerous. I remember one mission where there were a swarm of crawlers surrounding the artifact. That would be nice. Hell, maybe make the one of the artifacts attract the shit out of enemies or something?
6. More missions where the target is in a cavern the sub can't reach, shit like tiger threshers. These are also a lot of fun, organizing raiding parties and stuff like that
7. Maybe a new mission where you have to clear out a "nest" of enemies like Crawlers or Mantises? You could add something like this in tandem with differing types of railgun shells like high explosive or something
8. A mission kind of like sandbox where the goal is to reach the end, however the cavern you have to travel through is filled with nasty shit. Could name it "Supply mission" or something
9. Place more emphasis on mechanics and repairing, somehow. I think they should repair walls faster but I don't know if you would nerf other jobs' repairing speed in that case or not
10. Levels should be more vertical in nature, having the level be a large \_____/ shape can be kind of boring after a while, putting some \__/\_/ kind of layouts could improve the piloting experience a lot

Re: Reducing the amount of abyss (and other suggestions)

#4
I agree with most points. I especially would like to see the situations a shortage of tools and other ressources produce. I also would like to see more fixing and wiring done. It would be great if all of this would gain the same importance as in Space Station 13. More mission and enemy types are always good, but I am especially thrilled about the idea of one boarding your ship, like the changeling/alien infestations in SS13. Also, some variation of the general level generation would be great too, but more complex structures would probaly mean much more time invested into it, which in my opinion should go somewhere else first.

Re: Reducing the amount of abyss (and other suggestions)

#6
How about instead of just having the sonar on or off there's a slider and the more you slider to the right the faster your sonar pings, but the power cost goes up exponentially. This would give the captain a bit more control over the ship and give the engineers a bit more to do. Could also help enforce some cooperation inside the ship by making the team work together ( Though mostly just between the engineers and the captain ). While being able to provide a clearer picture for the captain to move through tricky areas.

Re: Reducing the amount of abyss (and other suggestions)

#7
Personally, I think the size of the abyss is fine. I do wish that Endworms could be found deeper in the abyss though, it freaked me the fuck out when juanjpro and I were playing and one was actually very close to the surface and destroyed the Aegir, without any audible warning.

On the subject of the Moloch, the thing should be nerfed a bit. It's kind of unfair how one will just appear without and visual warning (until the last minute) and instantly destroy's your ship.

Re: Reducing the amount of abyss (and other suggestions)

#8
SyphenTV wrote:Personally, I think the size of the abyss is fine. I do wish that Endworms could be found deeper in the abyss though, it freaked me the fuck out when juanjpro and I were playing and one was actually very close to the surface and destroyed the Aegir, without any audible warning.

On the subject of the Moloch, the thing should be nerfed a bit. It's kind of unfair how one will just appear without and visual warning (until the last minute) and instantly destroy's your ship.
I'm not referring to the size of the abyss but rather the amount of holes that led to the abyss, but Regalis seems to have scaled that back with the newest line of patches so it's all good

Honestly it's pretty easy to identify a Moloch on the sonar, the main issue is fighting them but Regalis kind of fixed that by introducing nuke shells

As for abyss enemies, I remember there was some enemy called the Coelanth, what the fuck happened to it? I think it was supposed to be an alternative to the Thresher for the abyss area but I haven't seen one in forever

Re: Reducing the amount of abyss (and other suggestions)

#9
sgarv wrote:
SyphenTV wrote:Personally, I think the size of the abyss is fine. I do wish that Endworms could be found deeper in the abyss though, it freaked me the fuck out when juanjpro and I were playing and one was actually very close to the surface and destroyed the Aegir, without any audible warning.

On the subject of the Moloch, the thing should be nerfed a bit. It's kind of unfair how one will just appear without and visual warning (until the last minute) and instantly destroy's your ship.
Honestly it's pretty easy to identify a Moloch on the sonar, the main issue is fighting them but Regalis kind of fixed that by introducing nuke shells
And yet classes like Engineer's don't have access to the cockpit, where the sonar is.

Re: Reducing the amount of abyss (and other suggestions)

#10
SyphenTV wrote:
sgarv wrote:
SyphenTV wrote:Personally, I think the size of the abyss is fine. I do wish that Endworms could be found deeper in the abyss though, it freaked me the fuck out when juanjpro and I were playing and one was actually very close to the surface and destroyed the Aegir, without any audible warning.

On the subject of the Moloch, the thing should be nerfed a bit. It's kind of unfair how one will just appear without and visual warning (until the last minute) and instantly destroy's your ship.
Honestly it's pretty easy to identify a Moloch on the sonar, the main issue is fighting them but Regalis kind of fixed that by introducing nuke shells
And yet classes like Engineer's don't have access to the cockpit, where the sonar is.
depends on sub but yeah some subs are stupid when it comes to that