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Expanded Environmental Protection


FALCmods4all

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Between Deadly Hazards and TN’s O2 mods (and Starvival for food), survival seems just about right. But there are still a few tweaks I hope for (mentioned jetpack fuels in another post).

Suit punctures, ballistic critical hits being given the chance to cause O2 leaks and needing to be patched with duct tape. This would be distinct from the sort of battery powered default suit protection used to insulate against thermal, corrosive, airborn, radiation.

New quick slots for changing outfits would be incredibly useful.

I’ve also been thinking about the logic of suit protection and what could be built out from the existing logic to make more extreme exploration mods where intense research and new suit/body modifications might be needed.

Thermal
Presumably powered thermal protection uses internal heating and cooling and mods use temperature resistant materials. A refrigerated volcanist suit would be a good top tier hot planet suit. Extreme cold is easier to deal with, duration that power for heat can last if stranded is more of an issue, although, there are unique nebula that are colder than empty space. Additionally, I’d like to see buffs for ballistics under heat, lasers under cold and debuffs for ballistics under cold and lasers under heat.

Pressure & Gravity
A deep marine suit would a good top tier for high pressure and an exoskeleton would be a good top tier for high gravity. I would debuff explosives with high pressure/gravity and buff with low pressure/gravity.  

Airborn
I think Deadky Hazards fixes airborn, no airborn damage with a suit on. Easy. I’d allow airborn if hit by a ballistic critical that causes a suit breach, though. I guess if one disease I’d add, it would be alien symbiotes: For player, occasionally causes random movements; for non essential crew, occasionally causes them to attack the player then apologize, saying they don’t feel themselves.

Corrosive & Radiation
I guess the reason why suits use power to combat corrosion is nanobot repair? Then more resistant materials for mods. No real active protection against Gamma Radiation damage beyond staying out of the sun. Hazmat suits under space suits seems like the ideal too tier way to protect, assuming using a mid that grants clothing bonuses if wearing a suit over.

EM & Energy
I think mods that make EM effective against robots are good. Bots can be buffed against everything else that tends to be more useful against everything else. I can see a top tier EM & Energy defense being some sort of placeable personal shield grenade. 

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