Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Overheating Weapons
Re: Feature: Overheating Weapons[message #302041] Tue, 20 March 2012 12:14 Go to previous messageGo to previous message
Fozzie is currently offline Fozzie

 
Messages:183
Registered:April 2010
Location: Germany
Nice stuff!

But to take the overheating feature to the next level, I think there should be environmental influences on heating and cooling (if only in the distant future):

1) Rain - slower heating and/or faster cooldown

2) Day/Night time - days are hotter, nights are colder, obviously

3) "Sector Climate" - they are already tagged to toggle merc weaknesses effects like heat intolerant or fear of insects, so maybe they could be tied to overheating, as well. Like desert sectors being the hottest during daytime, but coldest during night, coastal areas colder during the day due to stronger seaside winds but with lesser differences between day and night or something.

Just throwing thoughts around - not demanding anything. Merely encouraging... Wink

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