.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Ibology > Approaching Infinity

Reply
 
Thread Tools Display Modes
  #1  
Old May 2nd, 2015, 11:12 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Shock Cave-in survival?

Is there any way to save a landing party if a cave-in trap leaves rubble in the only way back?

(I think I may have just lost my game that was going so well...)
Reply With Quote
  #2  
Old May 3rd, 2015, 07:05 AM

Kazeto Kazeto is offline
Private
 
Join Date: Dec 2014
Posts: 46
Thanks: 60
Thanked 22 Times in 18 Posts
Kazeto is on a distinguished road
Default Re: Cave-in survival?

If there is a way deeper into the cavern system, it's a possibility; if you have enough oxygen you'll be able to get back, be it via the “return to the surface” function or a teleporter.

If there isn't a way deeper, well ... say goodbye to your team.
Reply With Quote
The Following User Says Thank You to Kazeto For This Useful Post:
  #3  
Old May 3rd, 2015, 02:35 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Exclamation Re: Cave-in survival?

Oh noooo... ok, thanks. I will be more careful in future...
Reply With Quote
  #4  
Old May 3rd, 2015, 03:38 PM

ibol ibol is offline
First Lieutenant
 
Join Date: Oct 2003
Location: Habablab PA - that's too funny to change
Posts: 717
Thanks: 120
Thanked 167 Times in 111 Posts
ibol is on a distinguished road
Default Re: Cave-in survival?

hey, guys, just so you know,
this has been addressed in update 115 (currently in beta)
I apologize for those losses, they are not intended.

rubble no longer spawns in doorways that prevent you from returning. (same thing goes for short-circuit traps)
also, high level of "spelunker" skill will now remove rubble, and there's an artifact and a suit that do it too!
Reply With Quote
The Following 3 Users Say Thank You to ibol For This Useful Post:
  #5  
Old May 3rd, 2015, 06:30 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Cave-in survival?

That's cool. It's actually a logical death, but it is sad and ideally you'd get some small chance to be able to dig out before the air runs out. Having nothing to do while the air runs out is sad - I guess I just hold down the 0 key.

One idea might be to have an "abort" command available, where everyone tries whatever they can to escape back to the shuttle, and each crew or officer gets 1/10 the listed survival chance (or maybe level/10 x the listed survival chance, or (10+level)/10 for the captain, if present to somehow, some way make it back to the shuttle and escape. That could be used for any seemingly-helpless situation.
Reply With Quote
The Following User Says Thank You to PvK For This Useful Post:
  #6  
Old May 4th, 2015, 08:06 AM

Chris Steadman Chris Steadman is offline
Private
 
Join Date: Jan 2015
Posts: 38
Thanks: 8
Thanked 20 Times in 13 Posts
Chris Steadman is on a distinguished road
Default Re: Cave-in survival?

In the past I have tried to corral Horters to eat a way out for me, but it was like herding cats.
Reply With Quote
  #7  
Old May 4th, 2015, 02:54 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Thumbs up Re: Cave-in survival?

Quote:
Originally Posted by Chris Steadman View Post
In the past I have tried to corral Horters to eat a way out for me, but it was like herding cats.
That's brilliant! I'm sorry it didn't work out for you. I haven't run into any diggers yet.
Reply With Quote
  #8  
Old July 18th, 2015, 08:14 AM

Dubious Dubious is offline
Corporal
 
Join Date: Feb 2001
Location: Lansing, MI, USA
Posts: 118
Thanks: 88
Thanked 30 Times in 20 Posts
Dubious is on a distinguished road
Question Re: Cave-in survival?

Quote:
Originally Posted by ibol View Post
hey, guys, just so you know,
this has been addressed in update 115 (currently in beta)
I apologize for those losses, they are not intended.

rubble no longer spawns in doorways that prevent you from returning. (same thing goes for short-circuit traps)
also, high level of "spelunker" skill will now remove rubble, and there's an artifact and a suit that do it too!
Patch 1.2.0.
Query: I just had the opportunity to promote my Planetary Officer who already has Spelunker, but there was no Spelunker-2 option listed. Is it tied to some specific amount of XP, or combination of other skills? He had 4 other skills (which puts him about 11K of XP IIRC). (I wound up filling the sixth slot instead.)

Just an FYI: I had a cave-in trap block the way back to the entry stairs (not the stairs themselves), but was able to get to the next level down. However, taking stairs back out just took me back to the "blocked route" level. So a cave-in can still trap your party if you can't get down to a teleport. And I have found levels where "rubble" blocks the access to the stairs to the next level down, which I can see. (Haven't found the "rubble clearing" artifact or suit as yet.)

Another major "blocker" threat are "Puffers". They can spawn multiple copies when destroyed. When there are several, then they seem to go into a spawning frenzy and can pack an area, while inflicting damage on you. Once you get injured enough they can become a major threat to existence.

I've just started to encounter "Rad Rats" which also seem to appear in clumps. So far they don't seem to have a spawning frenzy to match the "Puffers", but they do pop into existence like "blobs" on the surface, often just where you killed one. And unlike the "Puffers", they move.

-Dubious-
__________________
All sources are dubious until their reliabilty has been repeatedly proven. Even then their information should be independently verified.
- The unwritten spooks handbook

Last edited by Dubious; July 18th, 2015 at 08:25 AM..
Reply With Quote
The Following User Says Thank You to Dubious For This Useful Post:
  #9  
Old July 19th, 2015, 02:26 AM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Cave-in survival?

Ya Puffers can be dangerous. I almost always try to avoid them, though some weapons can be fairly effective against them. Rad Rats can also get out of hand. At least there is a chance against those that you can do something about. Well, you can avoid cave-ins too if you are extra cautious, but not once sealed in without the new abilities.
Reply With Quote
  #10  
Old July 20th, 2015, 10:04 PM

OrionM42 OrionM42 is offline
Private
 
Join Date: Jan 2015
Posts: 24
Thanks: 30
Thanked 31 Times in 16 Posts
OrionM42 is on a distinguished road
Default Re: Cave-in survival?

Quote:
Originally Posted by Dubious View Post

Another major "blocker" threat are "Puffers". They can spawn multiple copies when destroyed. When there are several, then they seem to go into a spawning frenzy and can pack an area, while inflicting damage on you. Once you get injured enough they can become a major threat to existence.

-Dubious-
Gotta Agree. I hesitate to complain about a detail like this, because (firstly) different folks like different details/features/challenges; and (secondly) a game like this is so addictive and satisfying, that a small annoyance isn't usually a big issue ...

But, that said, I have come to find puffers (especially now in version 1.2) to be annoying and tiresome. At best they are tiresome. There simply seem to be too many, on too many levels, in too many caves. I think they should be seen less frequently.

At worst, they are really annoying, when they spawn so rabidly, that they make the difference between surviving, or losing an Away Team. Okay -- they are a legitimate danger (and there have be such things); but couldn't we at least see them less frequently? As a matter of fine-tuning the game, to make it more *FUN*, I would recommend reducing their frequency. Just a suggestion, but if enough people feel this way, maybe they really should be "nerfed"

BTW: Version 1.2 has a LOT of significant improvements! Thanks!
Reply With Quote
The Following User Says Thank You to OrionM42 For This Useful Post:
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:01 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.