#Solo helper translator

53 messages ยท Page 1 of 1 (latest)

tawny kettle
#

The signal translator is suuuuper cool looking and very useful in multiplayer, plus there are several mods that hook into it for horror purposes to broadcast enemy messages... but you would never buy it in solo because there's no one inside to hear your message. I propose a mod that causes the ship to monitor the player on radar (in solo, just the player) and automatically send out helpful transmissions. The simplest example would just be "12pm"/"6pm"/"9pm", but also "prox alert" if a red dot shows up onscreen, "turret" if the player nears a turret, etc. That last example would probably have saved me a few times at least in solo. Maybe add a toggle to turn the messages off by interacting the translator.

Other ideas for this translator upgrade include:
Opening doors/disabling onscreen turrets automatically for the targeted player (definitely good for solo players who don't have an ally and can be entirely doomed if they find a turret hell map).
Teleporting spinning players.
Ominous messages already done by other mods, this just gives solo players reason to buy the translator so those messages play.

The basic idea being that the translator is packaged with some kind of radar analysis equipment that detects when the onscreen player needs to know something or needs a code sent out. The terminal doesn't come with this feature standard, hence why the player needs to buy a 255 credit device to unlock the function (and for balance reasons I think).

jolly goblet
#

That sounds really cool.

But I'd also love for it to malfunction.

For example, closing a door behind you or teleporting a mimic

#

(To make it less op)

cunning forge
#

that is such a unique idea big ups!

jolly goblet
#

Yeeee

#

Right now, it has a 15 seconds cooldown and a 15% chance of telling you which monster it is.

Also, Dogs have a 5% chance of saying "Doggo" instead of "Dog" :3

cunning forge
jolly goblet
#

The ghost girl, however, will always show up as "enemy"

cunning forge
#

oh which

jolly goblet
cunning forge
#

will you also make support for custom enemys later on too?

jolly goblet
#

Should work just fine - As long as the name is accessible through EnemyType#enemyName

cunning forge
#

aight! looking forward to the progress

jolly goblet
#

I think I should make a mod that let's you snap a Bracken's neck, if you manage to sneak up behind it ๐Ÿค”

#

(I managed to pacify the bracken with my coding skills... again)

cunning forge
jolly goblet
#

Also added this helpful message ๐Ÿ™‚

cunning forge
#

big red dot

#

and

#

blue dot

jolly goblet
#

Oh no, I just got "Earth Levi"! ๐Ÿ˜ฎ

jolly goblet
cunning forge
#

just write BigWorm

#

xd

jolly goblet
#

Very readable code ๐Ÿค”

cunning forge
#

i like the "idiotChance"

jolly goblet
#

xD

cunning forge
#

i think i relate to that the most

#

๐Ÿ˜‚

jolly goblet
jolly goblet
#

How should I handle mines?

Chance for deactivation when entering?

When staying for x seconds?

When exiting?

And should I make so it might explode instead of deactivate?

#

Or teleport only?

tawny kettle
#

Maybe if the player gets VERY close

#

Since there's a short cooldown on deactivating mines

#

Or... Anything in general

#

I also thought it would be interesting if the translator shut doors behind you for security, but wasn't sure if that'd be op

#

Or even reasonable from a coding standpoint

jolly goblet
#

I think that wouldn't be very reasonable for my skillset ๐Ÿ˜…

jolly goblet
#

It has a 30% Chance to not teleport you and a 30 seconds cool down

quaint meteor
#

why are you playing solo?

jolly goblet
tawny kettle
jolly goblet
#

What do you think?

#

Also... Keep in mind that walking down/up a circular stair case like I did could trigger the teleport ๐Ÿ˜…

#

(Reason for that is the constant rotation)

jolly goblet