Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

controlable malfunctions #854

Open
Airomis opened this issue Jun 25, 2024 · 1 comment
Open

controlable malfunctions #854

Airomis opened this issue Jun 25, 2024 · 1 comment

Comments

@Airomis
Copy link

Airomis commented Jun 25, 2024

Describe the feature request

if circuts are enabled and damage is enabled. as the used circuts break down malfunctions because of them should incress.

players would also get a message a malfunction has happen duee to the X circut. so if the circut is at 100% the malfunction % is 5-10% so even a fully repaird chameleon circut has a chance to malfunction and cause the extior to change and so on

chameleon - changes shell
input - random location
materialisation - random location
memory - random save / area
randomiser random world / dimention
scanner - only happens on scans / monitor use and will render the departed location

Describe alternatives you've considered

none

@Airomis
Copy link
Author

Airomis commented Jun 25, 2024

when a malfuntion happens there could be 2 things that trigger it

  1. the random that already happens will select a random circut based off its damage level
  2. as a circut gets used the greater the damage is the greater chance a malfuntion will happen to where a 100% damage = 99% malfunction and a 100% repair would give a 0% malfunction not related to event 1

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant