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Showing results for tags 'boostpack'.
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Make a boost pack that allows for much faster low height and long distance jumps. For getting to those far away locations after landing on planets. Soooooo tired of running 1800 units away just to explore a cave or to find a planetary trait location. Maybe a problem with speeding things up so much. perhaps while your in the few seconds of each speed jump your peripheral vision could be slightly blurred for immersion and less rendering issues?
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With the discovery of the Alt jump binding to allow horizontal boost was a game changer however, gamepad can only bind a single jump option. I found using WASD and pressing the jump button on gamepad will result in horizontal boost, except when using a gamepad and using jump/Alt jump on keyboard will result in ordinary boost. I'm unsure of the significance of this but it would seem directional boosting is dependent on directional input method.
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Still looking for the perfect pack mod. I think the only thing I'm still hoping for as far as packs is a survival type fuel mechanic, to pair with O2 mods. Essentially I'm talking about a 2nd layer to boost bar, like a max boost cap due to fuel sources. I love needing unique situational loadouts. Maybe: Cold Thrust Compressed CO2 - Basic packs store up boost from one's exhaustion. Ideal for brief combat or low g. Gradual biomechanical recharge. So max boost = O2 amount depleted. Battery Turbine - Skip packs run on solar for range, but limited in darkness. Turbines are atmosphere dependent, so useless in vacuum. Ideal in sunny dense atmosphere. Fast recharge. So max boost = battery voltage level. Exothermic Hydrogen Peroxide - Power packs use air supply and hydrolysis to synthesize hydrogen peroxide. Ideal in breathable atmosphere. Super slow biomechanical recharge. So max boost = H2 + O2 remaining. Combustion Hydrogen or Methane - Balanced packs are the most powerful, but hardest to upkeep. Hydrolysis gradually produces H2. Ideal in Methane atmosphere or vacuum relative to others. No recharge. So max boost = CH4 or H2 + O2 remaining, directly depleting fuel. Nuclear - A legendary mod for near infinite boost. Occasionally needing nuclear material. Overheating causes minor radiation damage. Boostbar inverted to represent overheating. Slow build up and fast cooling. So max boost = Nuclear Strength (Never falls below 50% once depleted if no other nuclear resource in inventory). Glider - A legendary mod (or new pack type) for gliding almost horizontally indefinitely, but without any upward thrust. So max boost = full, cannot be reduced. Balloon - A legendary mod (or new pack type) for rising almost vertically indefinitely, but without any horizontal thrust. So max boost = full, cannot be reduced. I supose all fuel types could be interchangeable as mods. Might be simpler than linking fuel to pack type. I’m guessing that there are ways to script resources as ammo on boost press. Damage to max boost seems like it might be harder to get worker I like the gravity packs mod values if a fuel mod has to pick one to be compatible with. I also think this would work well with TN's O2 tanks in addition to raw O2 for fuel. For fuel reference: https://en.wikipedia.org/wiki/Jet_pack
