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Salvage rework addendum #281

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Expand Up @@ -79,23 +79,43 @@ The ore density of the mining asteroid is higher than of those pulled in from th
This entire package offers up a greater reward for preparing and becoming skilled enough to best the challenges on the asteroid and collect the resources on there.
It provides variety and a bit of dangerous separation from the station while not being wholly disconnected due to the general impossibility of safety on the asteroid.

Structures on the asteroid also have the potential to contain expedition disks, which leads to the final section:

## Expeditions

Expeditions serve as a capstone salvaging event and are only meant to appear infrequently throughout rounds.
To gain access to an expedition, you must first locate an expedition disk somewhere on the mining asteroid, most likely gated in a dungeon or by some kind of bossfight.
Whatever the methodology is, they should be extremely limited in number and difficult to obtain.

Once the disk is obtained, the salvagers must return to the station and place it inside of the expedition console, enabling the expedition to be ran.
Expeditions are timed planet-side operations facilitated through a large central gateway near the vault.

This allows non-salvage members and potentially the whole station to participate in the expedition, allowing for a more unique gameplay opportunity than the more solo-oriented salvaging.

The focus on the expedition is on the large dungeon full of goodies as well as threats and enemies.
You can also mine and harvest from the environment, but not nearly to the same scale as wrecks/asteorids/mining asteroid in order to balance in the infinite size.

Much like current wrecks, after a specified time limit (likely about 15 to 20 minutes) a final track will begin to play and players will need to make their way to the gateway in order to not be marooned on the planet.
## Planet Exploration

Planet Exploration missions are the final "stage" of salvage.
These are not intended to be done every frequently, but instead as an uncommon reward for facing the extreme dangers of the vgroid.

Each exploration will take place on a named planet with a lore behind it.
The planet will generate unique plants, mobs, and structures that are specifically tailored to it.
On top of that, it will also have a limited baseline ore generation.

Planets are primarily focused on caches of rare loot rather than being bountiful.
Respawning mobs will pose an ever-present threat that players will have to deal with.
Additionally, harsh weather makes vast surfaces of the planets completely unlivable at times, putting potential sight-seers at risk of death.

These areas will serve as a dangerous final challenge for only the best loot, rather than just an obligatory step in the journey.

The three planned planets are:
- "Icemoon": A harsh cold tundra inhabited only by machinery and wild animals
- "Cleveland": A hellish lava planet where the only relief is stretches of desert

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bro really did not want Lavaland in the name

- "Jungle": A dense rainforest with a sprawling cave network that has become the homeland of some non-native fauna.

To access a planet, you must first gather a **planetary access disc** and bring it to a _gateway_.
Every station will have a gateway added (locked with command access with a blast-door for optional easy entry) in order to facilitate this.
Once the gateway is opened, it remains open and accessible for the remainder of the round.
The gateway can be toggled to different destinations if multiple discs are obtained.

### Obtaining Discs
Discs can be obtained via **mining casks** located on the mining asteroid.
Each cask is a 5x5 structure that contains a large amount of hostile mobs and either a disc or a high-value loot.
About 1 to 3 casks will spawn on the asteroid, with at least 1 of them guaranteed to have a disc inside.

The walls of the cask are impervious to damage, so in order to access it, you have to unlock the entrance.
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  • disposals clipping
  • grappling gun noclip
  • hand teleporter
  • scram implant if you are very lucky

i also despise the idea of going through the effort to make a key and just getting nothing from it

The key to the cask is known as the "mining sigil" and must be created using various materials:
- 2 sigil halves, obtained from the two dungeons on the mining asteroid
- A diamond
- Sharkminnow teeth, requiring one to be killed on a magnet wreck
- Goliath hide, requiring one to be killed on the mining asteroid
- Hivelord core, requiring one to be killed on the mining asteroid

## Loot and Rewards

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