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 Post subject: Mission: Minefield
PostPosted: Wed 25. Jun 2014, 16:46 
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Joined: Thu 2. Aug 2012, 12:10
Posts: 389
I this mission your only goal is to survive with as many crewmembers as possible. Mines are attracted to electromagnetic fields, so turning off power to non-essential rooms helps in avoiding them. Using your shields or engines is not possible, as they have a huge energy output.



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 Post subject: Re: Mission: Minefield
PostPosted: Wed 25. Jun 2014, 18:11 
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Joined: Thu 10. Oct 2013, 22:51
Posts: 102
nice - so better design a effective strategy for mines eg air and emegerncy power at back near end on both decks


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 Post subject: Re: Mission: Minefield
PostPosted: Wed 25. Jun 2014, 19:11 
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Joined: Fri 21. Sep 2012, 17:09
Posts: 16
This whole game is getting better and better each video, the wait is killing me!

I would have given up way earlier! Good job! And I loved the small integrated dialogues :)


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 Post subject: Re: Mission: Minefield
PostPosted: Thu 26. Jun 2014, 02:35 
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Joined: Fri 7. Sep 2012, 20:32
Posts: 243
Man, those mines are brutal ._. seriously, one is enough to break 1 layer of armor AND breach a room ">.>

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 Post subject: Re: Mission: Minefield
PostPosted: Fri 27. Jun 2014, 10:21 
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Joined: Tue 16. Apr 2013, 21:55
Posts: 195
The welding sound effect could do with a little adjustment, in order to create a flowing sound loop. At the moment it has two definite cut off points.

Suggestion: If a crew member is standing still, less air will be used from the suit. If a crew member is moving, air use will be as now. If a crew member is working, air use will be slightly higher than now. This would create air supply disparities that prevent the, unrealistic, simultaneous death of all crew of a given type. In the video, all the pilots asphyxiate at the exact same moment.

Suggestion: Maybe the mines should cease to spawn some 30 seconds or so before the end of the mission? This would represent reaching the end of the minefield.


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 Post subject: Re: Mission: Minefield
PostPosted: Fri 27. Jun 2014, 10:46 
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Joined: Fri 7. Sep 2012, 20:32
Posts: 243
Watsong wrote:
Suggestion: If a crew member is standing still, less air will be used from the suit. If a crew member is moving, air use will be as now. If a crew member is working, air use will be slightly higher than now. This would create air supply disparities that prevent the, unrealistic, simultaneous death of all crew of a given type. In the video, all the pilots asphyxiate at the exact same moment.

Suggestion: Maybe the mines should cease to spawn some 30 seconds or so before the end of the mission? This would represent reaching the end of the minefield.


Both very good ideas! I second them.

_________________
"Sleep after toil, port after stormy seas, ease after war, death after life does greatly please."
"We are here and it is now. Further than that all human knowledge is moonshine."


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 Post subject: Re: Mission: Minefield
PostPosted: Sat 28. Jun 2014, 01:10 
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Joined: Wed 31. Jul 2013, 06:34
Posts: 25
Watsong wrote:
Suggestion: If a crew member is standing still, less air will be used from the suit. If a crew member is moving, air use will be as now. If a crew member is working, air use will be slightly higher than now. This would create air supply disparities that prevent the, unrealistic, simultaneous death of all crew of a given type. In the video, all the pilots asphyxiate at the exact same moment.


Agreed, seeing everyone die all at once feels hokey and cheaper than seeing them one by one fall as all things drip hopeless


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 Post subject: Re: Mission: Minefield
PostPosted: Sun 29. Jun 2014, 10:44 
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Joined: Fri 21. Sep 2012, 17:09
Posts: 16
I really like both suggestion mentionned above.

Maybe there could also be some sort of "Black out" state. Basically when they are out of oxygen they black out for a while before dying. Thus if you manage to bring back some room with decent living conditions after the mess is over, maybe the medics could reanimate them.


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