Decoy 2.0
EvilSmoo
Join Date: 2008-02-16 Member: 63662Members
So the first decoy is cheap, if bulky.
How about a second version, much more expensive (ingots and rarer stuff, maybe even ion or precursor toys, vs scrap and a battery).
Except this version teleports back. Not much functional change beyond that, it would recharge on return, to not make it TOO easy to use.
How about a second version, much more expensive (ingots and rarer stuff, maybe even ion or precursor toys, vs scrap and a battery).
Except this version teleports back. Not much functional change beyond that, it would recharge on return, to not make it TOO easy to use.
Comments
(Well, if I was actually going to design one, I would pack it with explosives, shrapnel, and poison, but, y'know...)
@nesrak1 how hard would that be to make? It sounds really cool.
Well, the game creates a stasis bubble, and by evidence, that bubble can be big or small depending on how charged up the rifle is.
So I would IMAGINE the game would not find it super hard to drop a fully charged bubble effect on the location of the decoy, on death, or if it gets hit. Teleporting stuff around in a game is easy, compared to rigging animations and making things sync up enough to look credible.
for example:
Flash decoy
'creates a quick, blinding flash which disorients enemies but attracts attention (Especially from bonesharks)'
Food decoy
'Shoots a capsule filled with all kinds of meat, pulling predators towards the location of the decoy (Even ones who weren't attacking you)'
The ALD (Anti-leviathan-decoy)
'Attracts leviathan-type creatures for a few seconds before exploding, thus dealing some damage (Could be a bad idea when used in the dunes/Crash site)'