Sorry, we don't support your browser.  Install a modern browser

Respawn tubes should require a lot of energy.#15

I think that the Respawn tubes should require more energy from the COG drillships. So for each COG spawned it could consume like 30 energy? this way it wont be very efficient to spawncamp them, but they still keep comming when you raid the ship.

4 years ago

And destroying powerplants would become even more of a priority. I like it

4 years ago
Changed the status to
In Review
4 years ago
Changed the status to
Approved
4 years ago
?

I can’t think of any Devices that use energy other than the workbenches and they all require coal to be added to function. Low Level Respawn Tubes would probably be similar to the work benches…. but it might be worth considering that higher level Respawn Tubes would need to be attached to the appropriate module.

This could translate to two possibilities-

1.) Respawn Module - A module that basically serves as a Radio Control Tower to communicate with tiered COGs and determine when they need to be respawned. (Sorta like the Cylons from Battlestar Galactica…) Tiered Respawn Devices could be attatched OR built into these Modules. The Respawn Module would draw energy, use up space, and possibly affect core slots… although it might provide core slots rather than reducing them. COGs, after all, have little use for the Window Structural modules and likely won’t use fortification modules well either. Attacking these Modules would be a viable strategy, especially if the COG ship is running heavy on CORE usage, taking advantage of the Modules boost. You’d probably see this configuration specifically on Military Drillships, which could then support more Power Plant and Turret Modules.

2.) Power Module Connection - Tiered Respawn Devices could instead connect to the device slot on Power Plant Modules. (For Power Plant Modules that don’t have a device slot, this would need to be added, even the Power Plant Modules placed in cieling slots.) In this way, you have more flexibility for how much power Respawn Tubes actually draw, if any actual power at all. Since they are connected to Power Plants in this version, the targeting of Power Plants when attacking becomes highly convienent as a strategy, since Turret Modules will power down when there isn’t enough power and Tiered Respawn Devices need to be connected to a viable Power Plant to function.

    (2a. If you go with this Second option, it might be worth considering the creation of Mini Power Plant Devices, specifically for the COGs, that would allow them to internalize the powering of Respawners in certain configurations. These power plants would operate independant of the rest of the ship and merely burn fuel while the ship is surfaced and they are connected to a relavent device. This way Both Low Level Spawners and Teired Spawners wouldn't HAVE to be tied to the power plants and would give the COGs unpredictability in Respawn Defenses.
3 years ago
O

Can we get player respawn tubes that make sense in game lore somehow? Over waking up next to a bed again ;-) Maybe waking up in an infirmary device?

2 years ago