![]() ![]() This not only allows for a more realistic keycard system, but also better paces the game. Each set would contain two types of tags one for conditional access, another for unconditional (can access every room in the specified category). For example, there would be a set of keycards for accessing containment chambers, a set for researchers, a set for security (in-game case would be to get through checkpoints), and maybe another set for technicians. The idea we have is to scrap the linear 1-5 card system the game currently uses in favour of keycards tied to specific room variants. So, initially my idea was to simply redo every keycard spawn and 914's RNG for upgrading them, however Juan brought up an alternate suggestion involving a complete revamp of how keycards work in Containment Breach. ![]() So right now we still random placements of level 1/2 keycards spawns in the Entrance Zone and 0 spawns of levels 3 in Light Containment, effectively making getting out of the first zone impossible without 914 or 1162. When the new zone system was introduced, keycard spawns were, and continue to be, not balanced at all to factor in this system. So the keycard system currently implemented into Containment Breach has been broken ever since v0.7 basically. Thread will probably fall out of date real quick so just check this spreadsheet for updates: ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |