![]() Tydy vans roam the nebula dispensing neat-freak Tydy bots into every ship they visit. Although Tydy bots aren’t hostile, to them you’re just another dirty, dirty object to be vacuumed clean. ![]() Unfortunately for you, Tydy vacuums suck the very air out of your lungs, making it hard to hang around. The good news is that parts from Tydy ships can be repurposed by clever clients and used to build your own vacuum device: the whackuum. The whackuum not only dishes out damage to your enemies, it can suck blood from citizens and slag out of mechanical foes. ![]() It’s a double whammy!īut perhaps the choicest delight that Tydy offers up is the chance to rip out an ignition plug from a combustion chamber on a Tydy furnace ship. Watch out though, because the furnace is a dangerous place… This plug can easily be turned into a makeshift heart starter, giving you that jolt back to life when you’ve been living life on the edge. Three new Tydy ships with brand new ship modules and challenges.So as it seems that future DLC is unlikely, these are the things I hope VB2 addresses, that are core problems of VB1.Rumour has it that other goodies can be recovered from Tydy ships due to the large amount of discarded junk that the Tydy bots have been known to collect. Or maybe the developers will fix these issues in VB1, who knows, but I'm operating on the assumption that they probably won't, so these are things for VB2. Currently the game is easier if you stay alive, than it is if you die. A Hard Bastard run is significantly harder, if you die more than once, for example. It doesn't make sense why you would lose all your ammo, fuel, and such forth when you die. If there is 20 things of food in the STEV, why would BACS jettison it right? If you keep your built gear, then shouldn't you keep all the things in the STEV? I can understand losing everything if a Void Whale eats the STEV, but dying on a wreck, at worst, would see you lose the ammo of that current loadout. New Clients aren't very interesting, most of the time. On the main menu, you see a variety of cool looking possible clients (like the one with a scouter built into his head), which I've never even seen before. And I've done about 12 Hard Bastard runs, and many less difficult runs as well. What would make the game more interesting is if clients had permanent traits, that couldn't be removed.īeing restricted to three Traits is quite harsh. So if you start with Smoker and Sticky Fingers, those are permanent and can never be removed, and thus do not affect your 3 trait limit. This would also make clients more interesting, as drawbacks you start with, remain in effect always, until you die. Further improvements to this system could be made by using the Gene Machine to reroll any of your three traits, but also turn one into a permanent one, freeing up a slot, say with the secondary merit-paid for usage of the machine. Maybe if there was some way to make future clients better than your current client could ever be, would make it so that you are always better off to have deaths in a run, versus one-life to live. So, as an example, perhaps you can retire a Client, extract their brain, and have their brain perform some kind of task onboard the main ship.
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