Occam's razor
tech: Occam's razor - remove 50% of your tech and guns; `for each removed get 36% damage tech dormancy removed tech: predator - if you have killed a mob in the last 5 seconds increase damage by 50% and disable energy regen tech: torpor - gives the opposite of it's previous effect if you have NOT killed a mob in the last 5 seconds reduce harm by 72%, else increase it by 10% relativistic momentum - pushes blocks in addition to mobs not much benefit, but it's fun supply chain: still doubles ammo, but now also adds 5% JUNK (yay) it no longer has any tech requirements inductive coupling: 600% -> 700% regen while crouched JUNK tech: density - blocks are 100x times less dense tech descriptions can change their text dynamically now only a few tech are using this option so far
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68
todo.txt
68
todo.txt
@@ -1,58 +1,61 @@
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******************************************************** NEXT PATCH **************************************************
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railgun is now a tech for harpoon
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railgun tech: dielectric polarization has been removed
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unaaq increases the size not length of harpoons
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tech: Occam's razor - remove 50% of your tech and guns; `for each removed get 36% damage
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capacitor bank applies charging effects: throwing blocks, foam, railgun, pulse, tokamak
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fire cooldown reduction no longer effects these charging abilities, but it does reduce cooldown between discharges
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tech dormancy removed
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tech: predator - if you have killed a mob in the last 5 seconds increase damage by 50% and disable energy regen
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tech: torpor - gives the opposite of it's previous effect
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if you have NOT killed a mob in the last 5 seconds reduce harm by 72%, else increase it by 10%
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foam now has a short delay between each discharge
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foam charges ~10% faster
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tokamak graphics indicate charging and max charge better
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pulse laser can now regen energy passively while charging
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relativistic momentum - pushes blocks in addition to mobs
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not much benefit, but it's fun
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supply chain: still doubles ammo, but now also adds 5% JUNK (yay)
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it no longer has any tech requirements
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inductive coupling: 600% -> 700% regen while crouched
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tech: mass driver no longer gives improved block charge rate,
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but it gives 200% -> 300% damage for blocks
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tech: inflation no longer gives improved block charge rate
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it gives harm reduction when holding a block and makes block expand when you throw them
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tech: inelastic collision was removed it used to give harm reduction when holding a block
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JUNK tech: density - blocks are 100x times less dense
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pilot wave uses 66% less energy to fling blocks
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pilot wave can fling block effectively at much higher speeds now (which happens to use much more energy)
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tech potential well is removed, because it isn't really needed anymore
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inductive coupling: 500% -> 600% regen while crouched
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molecular assembler now works with inductive coupling regen properly
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bug fixes (superdeterminism, wormhole, applied science)
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I probably added several new bugs, let me know if you find any
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tech descriptions can change their text dynamically now
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only a few tech are using this option so far
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******************************************************** TODO ********************************************************
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tech: instead of throwing a block, give bots that last for 20 seconds
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if a mob has died in the last 5 seconds 100% damage and no energy regen
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tech: Occam's razor - remove 66% of your tech and guns; for each removed get 20% damage
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remove first half of guns and tech, it's not random
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this is going to leave field and gun tech, but also remove the first gun, which is probably the main one
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make 20% damage additive, so it's worse with more tech
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remove upto 66% of guns and tech
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and 10% harm reduction?
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dart: a new bullet type for string-less harpoons
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can turn harder
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can get new targets?
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convert tech descriptions into a method()
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this means the text would generate when you: press pause, or display options, or open experiment mode
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this would allow the description to reference variables inside it, like this.count
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who could use this:
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Occam's razor
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tech: dart - alt fire several small harpoons, with guidance
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requires not railgun
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tech: after bullets hit a mob, the mob takes 1% more damage
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this.damageReduction *= 1.01
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only for drones?
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only for drones, spores, worms, ice-IX?
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make it easier to push blocks around with your body
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part of negative mass?
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link to other block tech
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tech: instead of throwing a block, give bots that last for 20 seconds
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tech: open a new tab for n-gon, spawn things in the original game based on events in new game
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if you die in new die in original?
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new is n-gon classic?
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make a JUNK tech?
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if you die in original open a tab with a new n-gon that starts on a random level with a random load out. if you clear the level you come back to life in the original?
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bug - death while paused crashes game?
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tech or field aspect - Firing now doesn't alert any mob but the mob you hit
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tech: aerodynamic heating - railgun rods super heat the air around it doing AoE damage
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bug - death while paused crashes game?
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tech rocket jump - jumping produces an explosion at your feet that lets you jump extra high, but does some damage
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require electric reactive armor?
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@@ -457,6 +460,7 @@ level boss: fires a line intersection in a random direction every few seconds.
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possible names for tech
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astrophage
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strange loop
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homeostasis
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holonomy - parallel transport of a vector leads to movement (applies to curved space)
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hypergolic - A hypergolic propellant combination used in a rocket engine is one whose components spontaneously ignite when they come into contact with each other.
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swarm intelligence - for a drone tech
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