Can we have detonation charges that destroy a single block?

UnethicalOctopus
UnethicalOctopus Member Posts: 27

Just my first thought. More blocks would be better, but destroying 3 blocks per raid would force custodians to think differenlyand prepare for undermining.

It pays when being funneled Into situations not to do what you are intended to do.

Comments

  • MadMoeZel
    MadMoeZel Member Posts: 685

    so to make a 5 long hallway takes 20 blocks. thats 20 capacity. to make that 4 thick so it can't be blaster. okay thats 80. but that doesn't cover corners. to prevent 3 explosions from tunneling through the corners you need an additional 20 for the first layer, 40 for the second layer, 60 for the 3rd layer of insulation. the total for this 5 long hallway is now 200 capacity. any time you make a roof for ANY building, has to be 4 layers thick or it just gets bombed. 5x5 room? 25x4 thats 100 capactiy for the roof, just a brick of nothing.


    now lets discuss co-ops. thats SIX detonation charges. i'm not doing the math on that because it EASILY hits over 500 for a single hallway to stop a duo from just tunneling in wherever they want to.


    so no, you many not have explosives that destroy blocks.

  • MadMoeZel
    MadMoeZel Member Posts: 685

    second note, some outposts have a max capacity of 750. did you consider how this would affect them?

  • UnethicalOctopus
    UnethicalOctopus Member Posts: 27

    In my opinion the game is leading towards people making impervious death traps. Isn't that just God mode?

  • UnethicalOctopus
    UnethicalOctopus Member Posts: 27
    edited May 2023

    It could be easily balanced by making them expensive 😕 and limiting the number carryable.

    Also by taking up a grenade slot the person would be forced to choose a situational explosive over other viable options.

    Sounds more like it makes you have to think differently on how you approach your designs.

  • MadMoeZel
    MadMoeZel Member Posts: 685
    edited May 2023

    okay, as you have described it as a 3 time use consumable. To keep genmat in a 7.5radius cubic sphere that has a 1 wide entrance so a duo can't just bomb straight to the center and avoid all traps. 7 layers required on all sides. so you need a 15x15x15 sphere if the genmat spawns above ground, -7 for the access tunnel. thats around 600 capacity , just to make a of solid wall around genmat that a duo can't bomb their way through. the BIGGEST map, is 4500 base capacity. how are you not seeing the mathematical issue here?

    edit - "Sounds more like it makes you have to think differently on how you approach your designs." i want more building block shapes, more traps, more mods, what makes you think that i don't THINK DIFFERENTLY, god, really how insulting. i CURRENTLY have 4 posts in feedback for new content of my own. your first one is a copy of an existing post that has already explained the many flaws with it. but i'm sure you saw that post during your research into the games mechanics and balance.


    edit 2 - i did the math 670 capacity. again i point to the outposts who have max capacity 750 to start.

    Post edited by MadMoeZel on
  • MadMoeZel
    MadMoeZel Member Posts: 685
    edited May 2023

    if the WHITE block is genmat, this is the footprint you'd have to build of SOLID BLOCKS, to stop a duo from tunneling in as you described.


    every map, every builder. and then, wherever it's connected to your base. guess what, thats where they're gonna tunnel in.


    edit - and on the note of cost. i have 300 of every consumable and 30,000 parts leftover. how many of your tunnelers can i buy with 30,000 parts?

  • Seraphor
    Seraphor Member Posts: 8,651

    Alternatively, I think 'destructible cubes' could be a neat 'trap' addition. Not technically a trap, and more like a Holocube, but they only disappear when subjected to 'Crushing' damage, aka explosives or when struck by the Volt Lancer or Sledgeblade.

    Unlike Holocubes, these could have a wider range of potential skins, instead of being limited to bedrock. In fact, they should probably not include bedrock as an option in order to differentiate from Holocubes.

  • UnethicalOctopus
    UnethicalOctopus Member Posts: 27
    edited May 2023

    You don't think that your approach to communication isn't just as equally condescending and insulting?


    Oh and for the price point I was thinking. You could buy 30 of theM. 1000 parts a pop.

  • UnethicalOctopus
    UnethicalOctopus Member Posts: 27
    edited May 2023

    Ooh, how about the ability for a raider to create a block, could be used as a grapple point, to stem the flow of guards, or simpley as cover.




    Never know what a creative raider could do until one tried thinking outside the box with it.

  • Seraphor
    Seraphor Member Posts: 8,651

    A temporary block that lasts about as long as a portable shield maybe.

  • UnethicalOctopus
    UnethicalOctopus Member Posts: 27

    Perhaps, I was thinking just long enough to use to get out of a room with no fixed attatch poi to escape from after grappling in using the hook through an acid trap.


    Say there is only open sky on the outside of fortified tomb that uses an acid trap as a barrier.

  • MadMoeZel
    MadMoeZel Member Posts: 685
    edited May 2023

    so when you have a shield, that could get you out of that situation, instead of changing your loadout to handle the situation, you want to give the ability to destroy walls to raiders. you already have tools to handle the situation you've described.


    okay, i can only have 20 guards, co-ops can bring in a total of 4 bows totaling 36 shots. can i have a mod that destroys the ammo if it kills the guard? no because that could render a gun user with NO ammo every single time if i use 20 guards.

  • UnethicalOctopus
    UnethicalOctopus Member Posts: 27
    edited May 2023

    Actually I like where you are headed with that, a deployable stationary piece of cover like a sandbag.


    Provided you can still grapple to it.

  • UnethicalOctopus
    UnethicalOctopus Member Posts: 27
    edited May 2023

    As it stands, I feel that without incentivising raiders to explore different tactics when attempting raids this game will become nothing more than afk farming soon enough.

  • MadMoeZel
    MadMoeZel Member Posts: 685


    which is why i'm pushing for new suits, new traps, new mods, new blocks. to add versatility and variety. i have several posts in feedback on the topics. we should be looking for things that change how a raider players, not what the raider can do. the two suits i suggested revolve around either grappling walls and ceilings regularly, or trying to stay out of contact with surfaces as much as possible.

  • UnethicalOctopus
    UnethicalOctopus Member Posts: 27

    The real question on my mind revolves around player retention. 🤔

  • UnethicalOctopus
    UnethicalOctopus Member Posts: 27
    edited May 2023

    I honestly think new suits is a definite must. Hundreds of them over the course of the games lifespan.

    Asymmetrical l gameplay needs to attempt to maintain a balance between the juxtapositing sides. Something that had not adequately been addressed.

    Each new mod and block issues new tools that will probably just be overlooked in favor of plasma spam.

    Even just to have something for grinders to work towards, new suits will help with player retention.

    Don't get me wrong new mods and traps are certainly in the works. Each must have a check to maintain the integrity of the product however.

    Also, I personally need a bit of a wallet parasite in the parts department.

  • MadMoeZel
    MadMoeZel Member Posts: 685

    i also have a post about raising the cost of plasma.


    but yes there is a balance issue between solo and co-op. we need a flag as to who the dungeon is constructed for. theres no way for a builder to make an outpost for it's intended audience, or for those players to search for intended content. currently it's just slop that you can look through first if you pay.

  • MadMoeZel
    MadMoeZel Member Posts: 685

    i am more concerned about gaining new players than retaining the ones we have. we really need the devs to change the "punish people who succeeded cause they didn't do it flawlessly" setup they have if we want to see REAL content interaction.

  • UnethicalOctopus
    UnethicalOctopus Member Posts: 27
    edited May 2023

    Oh and as for new traps and mods. I like the idea of keys and doors.

    Have a mod for reatures called key bearer. Red key, blue key, green key.

    run a check to ensure that the keys are not blocked by the doors.

    Darkness would also be a wonderful trap, cheap effective atmospheric and it gets the job done. Not absolute darkness just enough to limit the players ability to perceive incoming threats. But not to the extent that the acid trap exploit (or is that a feature...) does.

    (make sure HRV can open doors without dropping 🔑)

  • UnethicalOctopus
    UnethicalOctopus Member Posts: 27

    Gaining new players is largely irrelevant if they cannot be retained.

  • MadMoeZel
    MadMoeZel Member Posts: 685

    i don't think the people that aren't being retained are the same breed that will be drawn in in the future. a lot of the community came from DBD and the ps+. so people who got the game free, and people who are known to come from a toxic community (myself included i know) the meta slaves like me will continue to play more or less regardless of the state of the game. but i am looking forward to the game attracting the dark souls style community.

  • UnethicalOctopus
    UnethicalOctopus Member Posts: 27

    Dark souls is my bread and butter, rust and ark my tea and crumpets. It will definitely hold my attention for a while.

    I just wonder deep down what MYM will look like with enough TLC in the future. It definitely has potential.

    If it manages to grow expontially over time it could really become a wonderful product.

    My son and I have been basically playing it as though it were more like a build your own deathmatch lately. I see a lot of potential in that as well.

    Or even being alerted that someone is raiding my outpost and being invited to hunt the people down in a 2v1.

    That would just be amazing.

  • MadMoeZel
    MadMoeZel Member Posts: 685

    seeing builders have the option to actively defend an outpost would be enjoyable. and then if you beat all intruders you get "defense sucessful" and get sent home. raider respawns and you have to travel in again to stop it (to give them time to work before you can get in)

  • UnethicalOctopus
    UnethicalOctopus Member Posts: 27

    Also it would literally give raiders a chance to 'meet the maker'.