![Enemies Drop Armor Perk [Suggestion]](https://preview.redd.it/yzryv5iumwsh1.png?auto=webp&s=f9ca74b3830758c5b2851ab61e482d847ffdc212)
Enemies Drop Armor Perk [Suggestion]
Taking a page from Wolfenstein and Doom, I think another means to get Armor would help people at least consider something other than Health maxxing.
![Enemies Drop Armor Perk [Suggestion]](https://preview.redd.it/yzryv5iumwsh1.png?auto=webp&s=f9ca74b3830758c5b2851ab61e482d847ffdc212)
Taking a page from Wolfenstein and Doom, I think another means to get Armor would help people at least consider something other than Health maxxing.
"Danger, Darkness, Dwarves"
In pretty much every roguelite I've played, be it FTL, Noita, or even Pikmin 2, there are moments of "peace", short segments where you can rest, recoup, and think about what you're going to do next. Sometimes these take place in the form of a shop, other times a room with healing items or a buff. These are important in these types of games because they help give you a moment to catch your breath without interrupting gameplay. They also let you smell the roses and remind you where you are.
Other times the unexpected happens, and you discovered a new challenge. You'd see something like this in Risk of Rain.
Sometimes the really dangerous events can happen, suddenly you're being hunted down by an indestructible menace, or a hard obstacle that demands your attention now.
So I'm suggesting intermission floors, or "Bonus Floors" that can happen in between the normal floors. They won't always happen, but I believe they can provide a lot to the overall experience.
So funnily enough, I began brainstorming these ideas before the Update 3 Experimental Branch, and they beat me to the punch with all 3 of their ideas being stuff I was going to suggest, so I'm just going to not go into depth with those ideas here. >!(Like the "Bounty"/"Growth" is basically my keycard idea, Cogs are basically repairing the Elevator, and their 7 Terminal thingies is essentially my idea to hack open the Elevator). !<
So instead just defending the Generator, more conditions to progress is something I've been wanting for a while now. I think they'd really spice up the missions and make them a little less repetitive. I am especially looking forward to the prototypes they have in the Update 3 Experimental Branch, but here's 2 more ideas I've had.
Cable Management:
- Simple enough, fix the wires with a small soldering/hotwiring mini-game. The more awkward places that they could have broken can make some transversal tools a little more useful.
- Alternatively, maybe, dragging the cable itself from the starting elevator to the next could be interesting. Honestly, a little more slow paced, and Omega would need to guide you (cuz there's no cable yet to follow, duh), but it could still be fun.
Refueling the Generator:
- I'm surprised the generator still is working at all, given what's happened.
- I acknowledge these ideas are all a bit to similar to what we already did in DRG, but I think they're still fun.
I'd also like it, if the deeper the Depth level you go, the more likely these types of conditions could occur, with the hardest ones being more common on the deepest Depths.
Why is all the bio related stuff, including the icons themselves, yellow??
Even the in-level bio terminal icon is yellow now.
Basically the Vortex Shield from Titanfall. (https://www.youtube.com/watch?v=4Se6fA4Jsto)
I'd think it be cool if the Reclaimers could swap out some of their abilities for others.
For this idea, swap out the Repulsion Field for a type of stasis shield you hold up in your hand. It picks up varying objects and projectiles, and when you release (or run out of juice) you send them flying out in front of you.
For all my masochists out there, what if Jumble, was Jumblyer?
Everyone loves Jumble, but personally, I find it's a little to easy. You can get a god run pretty fast with Jumble, so what if there was more RNG to it?
So the idea is 2 more modifiers, a slightly more difficult form of Jumble, known as "Evil Jumble" where your choices are divided up and you must roll the dice, and an extreme version of Jumble , known as "True Jumble" where all choice is thrown out the window and you must play with the cards you're given.
You know what every gym needs? An alluring dispensary machine full of delicious snacks to ruin your diet!
Felt this corner was a little lonely, so I thought a vending machine would be nice to compliment the gym on the other side, and to bring a little more fun to the Ramrod.
Beyond that, here's some ideas I have in mind for it.
Possible Balancing Mechanics:
It's meant to be a last ditch option if you feel you can't get down the elevator. Maybe you're separated from the rest of the team cuz you backtracked for a bio or workbench, but don't want to risk getting wormed so you jump down the hole instead. Maybe you have no ammo left at all and think you can't do the elevator event. The hole becomes a risky choice, but it could save a run.
reposted cuz the gif wasn't working
Inspired by this, which was based on this.
Manually rotoscoped, this took way to long, but I hope you can get a chuckle.
Song is "Let's Groove" by Earth, Wind & Fire.
If someone onboard the Ramrod ascends, Omega should (reluctantly) make beers free until the next drop.
I was originally going to draw the stalker as a wacky inflatable arm flailing tube man, but I had a horrible idea at the last minute...
wanted to share something silly I made outta boredom, hope you enjoy