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Description
This is just a feature request, so feel free to close the issue if it doesn't interest you / isn't possible to implement / something similar is already planned etc.
This is mostly a shortened echo of what i detailed previously in the CR thread:
Currently, the Tesla charges up and then fires at any players still remaining in its LOS/Radius. The issue with this design-wise is that once players are zapped once, they tend to remember and then simply sprint past the turret. Any kind of direct buff such as quicker charging time, firing through walls or making it store charge and reshock players that come by again will make the trap much more unfair and oppressive. Teslas also have the ability to bounce lighting off other entities, but this is rarely seen due to the above behaviour of Teslas.
Below are my suggested changes, in order of priority, whereby the lower entries are likely more controversial and trickier to implement and depend on the above changes to make sense.
- Make it so when Teslas are done charging, they now fire onto any valid target in radius/LOS (e.g. enemies). Note Teslas still only charge when a player enters radius, but they can now fire onto entities. This means that A) Teslas can be used to kill enemies B) Teslas can be more effective at hitting players by bouncing off enemies that are chasing a player past a Tesla C) This will likely synergise well with entities that follow players such as Nemo, Manor Lord Puppets etc.
- Expand the scope of valid targets to include other traps, security doors, breaker boxes etc. This means players will need to look at what traps are nearby when tripping a Tesla. Traps like Laser Turrets and Fans are safe to be close to depending on the trap's rotation, so having them potentially be dangerous up close if a Tesla is nearby and tripped makes them more interesting.
- Assuming turrets/security doors etc. become valid targets, make it so Tesla shocks "activate" / "deactivate" them, either as a toggle or for a duration, basically just use the same method the terminal does for triggering them. Now there may be incentive to interact with the trap to try to activate something if its nearby!
- Expand the scope of valid targets to include dropped conductive scraps/tools. This not only makes sense, but when combined with the above changes, would allow players to intentional direct lightning to places. Think of a player leaving a trail of metal things from a Tesla to a spider nest or to a shut security door, to then trip it and set off a chain of lightning to the target. Not only is it super unique, interesting, makes sense, and not too oppressive, but can lead to many funny shenanigans between players trolling and being silly (and thus funny clips, more exposure to the mod etc. etc.).
Note: This was thought of PRIOR to the introduction of Jimothy to our group. With Jimothy, the above changes are now potentially even more interesting and chaotic!