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Spawner Pads (in the lore) are one-way teleporters used to supply clone troops when activated.
The invisible spawners are there to represent normal creature/troop spawns and typically do not respawn. Those that do are usually tied to a specific texture (Scorpion/Spider via Vent texture) or a "hole" in a block and produce only a single unit one to two minutes after the existing one has been killed.
Spawner activation is tied to slightly-larger than the dimensions of a room, usually. If they were to all activate the instant you entered the base, your FPS would die (happens in the Infector Dungeon on the bottom level) so there is always a delay between a spawner producing spawns and an overly hasty player entering a room.
Weapon reload times are being adjusted for the next update but nothing else will be changed.
Reload times are based on real life weapon reload times, shortened as much as physically possible. Just because it's the future, doesn't mean you can load a drum magazine onto a Heavy Assault Rifle any faster since it relies on the user and not some kind of mechanical augment.
Temporary immunity from using medical items is potentially possible, but may cause side-effects or not be functional. For the most part, it would require me to make a dozen new status effects to be tied in with the medical items to handle it.
This would also not apply to non-disease-based status effects like Broken Legs, Open Wounds or Dermal Burns since those are injuries, not status effects.
I will add it to the list.
thanks for your reply!
Regarding reload times:
I agree - there are known physical limits to reloading mechanical weapons.
Why I brought up the topic of the future here: Through better usability or a different design of the reloading mechanism, the reloading time could be further below the known values.
For example, a device supported by electromagnetism, motors and sensors could make the loading of the first bullet fully automatic, so that only the clip would have to be changed. The sensors could also automatically unlock the clip holder, etc. I could imagine many other developments in this field, even a completely different clip/reloading concept.
From my point of view, simple T1 weapons can be "old fashioned". However, as the technology level increases, I could very well imagine lower reloading times due to corresponding better usability.
Regarding Spawners:
I understand, why the spawn activation is bound to a field. What I could well imagine, to tackle the performance issue however, would be a complete spawning of all units of a facility via queue, with closer spawn points higher in the queue. At the same time, there would be a configurable queue processing limit (X entries per second). Far away opponents would simply be in standby and be woken up by the existing "local spawn area" as soon as a player enters this area. This way sniping in long hallways becomes possible, because the target already exists ;)
However, this is an aspect that Eleon would have to implement.
The only workaround I could imagine here would be via a temporally, not locally delayed triggering of the spawns when entering a POI. However, I don't know if self-made scripts for POIs allow this.
Regarding Immunity
It is completly logical and understandable, that only disease-based effects are temporay blocked. I would be thrilled to see this in your mod!