Closed dwarfkoala closed 7 years ago
I concur, perhaps there should be a boss monster to go along with the Queen Ants and the Queen Triffids that stops slimes spawning when killed.
How about a cool Slime-themed gun that gives enemies the "slimed" status when shot at, which slows them greatly for a few turns? You could find it on a special dead scientist or something.
One of the things I'd considered for the mutagen upgrade was making the dead pieces of slime usable in place of Tainted X. (I'd have slimes drop "slime scrap" or similar.)
Since the high-level mutagens would require double-distillation, making slimes useful as a base crafting ingredient seemed interesting and would be one way to make Slime Pits worthwhile.
The only use of slime now is... well practice your dodging and bashing skill? I agree with the ideal of making slime drop crafting ingredients. Perhaps something for slime mutagen, superglue, or your own goo canister!
I agree that the slimes themselves should drop interesting stuff like goo canisters. That way, you don't have to go to slime pits to get the stuff, just find slimes anywhere, like in science labs. They're pretty interesting stuff. Maybe you can get samples and research them in a new portable car-installed research lab?
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How about have slimes drop "slime glob" that can be used to craft: A - superglue, 3 pieces plus something else B - goo canister, 8 pieces + canister C - concentrated slime, 5 pieces, uses a chemistry set D - with mutagen, to make slime mutagen E - with a still, can be refined into gasoline
Concentrated slime can be used to craft regular mutagen the same way tainted meat can, 1 concentrated unit for 1 bottle of mutagen. The concentrated stuff can also be found deep in the slime pits, giving you some incentive to explore them. For an area ender, how about either a "slime nucleus" monster (represents that slime pit's collective nerve center, killing it shuts it all down) or the portal/machine idea mention in the original post?
How do some of these ideas sound? If people like them, I'm willing to take a shot at making some of the items at least, the boss/portal stuff is probably beyond me though.
Superglue already has an easy source from a similar area - ant eggs.
Being able to refine it into gasoline is an interesting idea - probably would require a high skill level, but it would certainly fit the bill of being a "worthwhile" excursion.
@NaturesWitness yeah, those'd work. Go ahead.
superglue, why not goo canister, hah, sure what's concentrated slime? slime mutagen... if anyone wants it, sure gasoline... that's a bit of a stretch...
On Sun, Oct 27, 2013 at 1:59 PM, KA101 notifications@github.com wrote:
@NaturesWitness https://github.com/NaturesWitness yeah, those'd work. Go ahead.
— Reply to this email directly or view it on GitHubhttps://github.com/CleverRaven/Cataclysm-DDA/issues/3865#issuecomment-27176301 .
Concentrated slime is essentially slime globs processed to be used for regular mutagen. Added it so we could also just have it lying around in slime pits as a reward for exploring them. On later thought, we may not really need it, we can just have lots of slime globs laying around in the pits and go with KA101's idea of being able to use slime globs in place of tainted meat. The gasoline thing was just sort of an off-top-of-head idea, thought it might be kind of fun to be able to make gasoline, or some sort of biofuel equivalent. Would require high skill though, maybe even have to find the recipe in lab notes or something.
"Slimes are basically what caused this apocalypse. They should be more interesting."
Slimes? Or Grey Goo?
slime mutagen... if anyone wants it, sure
Actually if carefully managed the slime category contains some of the most OP and broken combinations in the game. Regeneration + Radiogenic + Minor Radioactivity leads to you regenerating faster then a Sludge Crawler, while Slimy/Slime hands lead to a strong acid melee attack and huge morale bonuses for getting wet, with some nice stat upgrades as well and poison resistant!
Well, Radiogenic isn't always easy to get, I've found...and you're likely to be taking more mutations over time, I'd think. The requirement for careful management kinda un-OPs Slime, IMO.
So, yeah! we have blob drops and recipes. Now, to decide if slime pits should be defeatable, what should be at the bottom and what the loot should be if so.
Thematically I think the loot should be on corpses, insinuate the blobs drug it down there perhaps. Some kind of blob generator for the source, maybe a portal, maybe some kind of machine, maybe a "spawning pit". Donmt have a super strong opinion. Not a fan of yet another "master blob" though.
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As per: http://smf.cataclysmdda.com/index.php?topic=3792.msg56331#msg56331
Slime pits at the moment are kinda... useless. Flushing it out takes plenty of effort, and the bottom has nothing in particular that you'd consider taking it on for. Slimes can't be stopped from spawning and don't drop loot, so slime pits only serve as a hindrance to the player, and not a particularly good one either.
Maybe something at the bottom you can use to shut it off? Maybe the slime pits are so slimy because there's a portal or something at the bottom and you need to shut it off? Maybe it's possible to purify the pit (yeah, not sure how that would work) with some specialized items or some machines found at the bottom? Maybe it's possible to harvest the purest slime at the bottom for great mutagen justice?
Slimes are basically what caused this apocalypse. They should be more interesting.
EDIT: Thanks to NaturesWitness and #4017, blobs now drop some fashion of loot! YAAAY! Slime pits are still not defeatable, but Slimes now drop slime scraps, or pieces of blobs that have been smashed so utterly they do not appear sentient any longer. NaturesWitness also added recipes for mutagen, slime mutagen, superglue, and goo canisters.
Still leaving this issue up, for making slime pits defeatable, but changed to reflect that there is loot in them now!
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