FALCmods4all Posted October 15 Share Posted October 15 (edited) Still looking for the perfect pack mod. I think the only thing I'm still hoping for as far as packs is a survival type fuel mechanic, to pair with O2 mods. Essentially I'm talking about a 2nd layer to boost bar, like a max boost cap due to fuel sources. I love needing unique situational loadouts. Maybe: Cold Thrust Compressed CO2 - Basic packs store up boost from one's exhaustion. Ideal for brief combat or low g. Basically nerfed vanilla pack mechanic. If O2 is depleted, boosting still cannot save one from CO2 buildup. Optionally, Can consume reactive guage crafted item. Slow biomechanical recharge as CO2 is built up and recompressed. So max boost = O2 amount depleted. Battery Turbine - Skip packs run on solar for range, but limited in darkness. Turbines are atmosphere dependent, so useless in vacuum. Optionally, existing positron battery crafted item can be automatically consumed at 0 voltage. Ideal in sunny dense atmosphere. Fast recharge. So max boost = battery voltage level. Exothermic Hydrogen Peroxide - Power packs use air supply, biomechanical hydrolysis, and the Anthraquinone Riedl-Pfleiderer process to synthesize hydrogen peroxide. Optionally, can consume mag pressure tank crafted item. Ideal in breathable atmosphere to avoid O2 supply depletion. Medium boost recharge as H2O2 (hydrogen peroxide) is resynthasized. So max boost = H2 + O2 remaining. Combustion - Balanced packs have the most airtime, but are hardest to upkeep. Biomechanical hydrolysis gradually produces H2. Ideal in Methane atmosphere or vacuum relative to others. No recharge. So max boost = H2 or CnH2n+2 (Hydrocarbons) + O2 or Halogen (F2, Cl2, Br2, I2) remaining, directly depleting fuel. Optionally, could also just use monopropellant crafted item. O2 used if halogen oxidizers depleted. Regeneratable H2 used before CnH2n+2. Nuclear - A legendary mod for near infinite boost. Occasionally needing nuclear material. Optionally nuclear fuel rod crafted item can be consumed. Overheating causes radiation damage. Boostbar inverted to represent overheating. Slow build up and fast cooling. So max boost = Nuclear Strength (Never falls below 50% once depleted if no other nuclear resource in inventory). Glider - A legendary mod (or new pack type) for gliding almost horizontally indefinitely, but without any upward thrust. So max boost = full, cannot be reduced. Balloon - A legendary mod (or new pack type) for rising almost vertically indefinitely, but without any horizontal thrust. So max boost = full, cannot be reduced. I supose all fuel types could be interchangeable as mods. Might be simpler than linking fuel to pack type. I’m guessing that there are ways to script resources as ammo on boost press. Damage to max boost seems like it might be harder to get worker I like the gravity packs mod values if a fuel mod has to pick one to be compatible with. I also think this would work well with TN's O2 tanks in addition to raw O2 for fuel. Additionally, maybe an anti grav hoverboard in the pack slot. Similar to death stranding hover sledding. Probably just solar battery powered. Think how fun it will be when each pack type looks, flies, sounds, and functions in unique science based ways that each are adapted for specific environments. I look forward to having more quickslots and unique suit pack combos for each biome. Imagine, too, a successor of the deadly hazards mod where realistic elements need to be kept in stock as fuel for coolant refrigeration systems, or burnables for staying warm during spacewalks far from a star, or lead plating that slows one down but aids against solar storms, or full body spray foam as a sacrificial layer to protect against corrosion. Most of all, I want to have to use vacuum tape when shot by ballistics, particularly whenever VR version is released. For fuel reference: https://en.wikipedia.org/wiki/Jet_pack https://en.m.wikipedia.org/wiki/Oxidizing_agent Edited October 26 by FALCmods4all Link to comment Share on other sites More sharing options...
Recommended Posts