ionization energy

mod: ionization energy - heal power ups give you 4% max energy
  requires mass-energy equivalence

mod: discrete optimization - 50% damage and 50% slow fire rotates
  requires cloaking field
This commit is contained in:
landgreen
2020-09-26 05:34:38 -07:00
parent 2c34a7d89d
commit 5728008397
8 changed files with 228 additions and 79 deletions

View File

@@ -1,17 +1,40 @@
mod: ionization energy - heal power ups give you 4% max energy
requires mass-energy equivalence
mod: discrete optimization - 50% damage and 50% slow fire rotates
requires cloaking field
************** TODO - n-gon **************
exiting cloak gives +100 bonus damage for 2 seconds
+100 dmg while decloaked
damage mitigation while cloaked
getting stuck above a mob can immobilize player
just allow player to jump on mobs again?
occurs with Pauli exclusion, and time dilation field immunity - mod time-like world line
add a knock to player mob collisions even while player is immune to damage
keep the knock very small
Mod to buff mass-energy-equivalence (maybe take no damage some % and do that dmb to a mob)
bug - mine spawned one new mine every second
after sticking to the top right corner of a wall
notes: had only gun mine, mod mine reclamation, field plasma,
add a flag to some bullets to indicate that mobs can't learn the player position from bullet damage in bullet-mob collisions
if isNotRevealPlayerLocation flag is true have the mob still know player location if nearby player
on hide if bullet age is above 4 seconds?
spores
mines
conditions to reveal player from damage?
1. bullet spawned from player
2. bullet is less than 4 seconds old
3. damage is nearby player or in line of sight of player
add some more computer / AI stuff to the level lore text
mod - mines stun targets nearby when they explode
cloaking field mods
cloaking field mods
much longer delay in firing, but a very large bonus
larger vision
return to stealth faster
+damage to nearby mobs
@@ -23,11 +46,6 @@ mod - negative mass field intangibility
mod - do something for 2 seconds after firing
if (mech.fireCDcycle + 120)
getting stuck above a mob can immobilize player
occurs with Pauli exclusion, and time dilation field immunity - mod time-like world line
add a knock to player mob collisions even while player is immune to damage
keep the knock very small
Health mod idea: health can go above max health. At the end of each level, the amount of health above max is halved.
general idea: shrink mech.baseHealth in a mod or field