Eternaltwin

Suggestions

  1. These are mostly aimed at new players (I am one of them)
    - Add MULTIPLE confirmation windows for certain actions (e.g. dismantling a camera while you are not mush) - yes, I was that stupid, I was on autopilot
    - Remove some of the useless vending machine projects (or improve them), for example SNC kitchen
    - Provide more information (especially in the "tip" tab, which is criminally underused) about the location of key buildings on the ship: O2 reservoirs, fuel reservoir, combustion chamber... essentially all short-term buildings that a mush may want to sabotage and which are usually not used by any particular job.
    - Provide a map of the ship in the "tips" tab, as well as information that is viewed very often, even by experienced players

    Good job on the project tho :)
  2. More suggestions:
    - In the "tips" tab, provide information on what the most common sources of oxygen, food, fuel, armor, AP, morale and HP are
    - Add a cheat sheet for notable astrolab zones (oxygen, fuel, mankarog, seismic... etc), probably in the tips tab too
    - Warn (non-mush?) players when they try to pick up the apron, telling them that it is a very important item and that they should drop it where found when done using (this could get them killed)
  3. Had a match where 1 of the 2 starting mush players disassembled the remaining shower and used massive mushification, which, fair enough, it's a powerful one-time play that got them killed.

    My issue is that the refectory sink-shower is:
    - Not immediately available
    - Only usable once a day... which is extremely tedious as currently 10 crewmates are waiting on it to do anything

    Massive mushification was not balanced around every mush having access to it, and the game is balanced around disassembling a shower to get a couch early, so it just seems like a miserable time if the mush decides to make that play.

    In my opinion, please make the sink-shower immediately available and usable twice a day. The fact that the refectory is not under a camera should be enough of a punishment.
  4. I might be a little bit delutional, but what about a lower paced game mode? in wich you dont start with all skill slots abailable, but you have to unlock them by reaching a certain amount of glory first (That way you force players to play by their role and keep the start of the game a little bit slower. e.g. harder anti mush research.) untill they unlock 4 skill slots (like old gold accounts). Same for mush, but they unlock skill slots each day it passes. (This way rampage is far more hard and unlikely, or at least you need to think it more carefully since you wont be able to free spore phago and transfer for an early rampage). This also can have the plus, that in later days on (when the ship is hard, but also repetitive) the game can become even harder, since everybody will likely have 4 skill slots. This also gives a good use to glory, not just reaching a higher place in a scoreboard that is meaningless during the game, giving a little more sense to items like madkube. maybe KSN kitchen could also give glory instead of xp?. Just an idea anyway
  5. Double eating has become absurd; all players try to avoid abusing it as if it were some kind of moral code. In my opinion, the mush should have, by now, a way of getting away from this kind of test, maybe make phagocyte leave a public eating log, like normal eating (This way you can't fully trust a double eating, like shower damage for example, with splashproof). There are plenty of ways to prove yourself human, and this is one of the most abused, so if everybody is going to play like this is not a mechanic, might as well do something about it.
  6. Another suggestion: Isn't Mutate, like really useless? I've been reading its effects on the wiki, it not only forces you to go without inventory, but also nulls some of your skills as human and mush. The guarding effect is nice, but that's it, it doesn't make you harder to kill, and the combat bonus is almost useless considering that it costs you 3 ap to mutate. 3 hits might as well be worth more, not to mention that if you had a knife or a fighting skill you can't add that on mutate. Mutate has too many downsides and too few benefits. I think it should have a clearer benefit, that forces the human to try and kill you faster, and also makes the mush consider using it. Maybe I am just not seeing the full potential of this action...
  7. Hey gang! Just wanted to let y'all know suggestions *are* appreciated, but in exchange I really need just a little more patience from everyone. Despite how complete the game looks and feels, we're barely coming up on the end of the Alpha! Balance changes *are* on our todo list and they *are* coming in the near future, but that future might still be a matter of months rather than weeks (though here's hoping, right?). We're a team of volunteers, and there's inevitably peaks and lulls in development as our real lives can frequently take precedence. All the same, thank you for your continued interest in eMush :D

    I will say that top of my list is human v mush balance, if that helps quell worries! My goal is massacres going down and infections going up. I repeat it often on the Discord, but I understand not everyone's on it nor wants to be on it, so it can't hurt to have that info on the forums as well!

    Last note: I am NOT a lead dev, just a... regular one, for lack of a better word. I may say I'm speaking as a collective, but it's more educated guess and info forwarding than PR-stamped communication.
  8. I am sorry, I don't see quoting options here on the forum. I really like the HotEgirl's idea. Glory points must be put to at least some kind of use, and the Mush play should be more rewarding for a long game. For example: Infecting Eden must be the greatest goal and a best achievement for the mush players and the game should be somehow promoting, even facilitating a covert, slow play, thus keeping paranoia mush longer, which the main point of the game, right? But it's a hard burden on a mush player as a person, so the player must be awarded with something to keep them in the lane of staying alive as long as possible. As for now, there are only Glory Points working as a stimulus which are still DIMINISHING with the each passing day for the mush, that was beyond dumb game design decision! I was floating this idea even before, on the original MT forum discussing ET project for the mush. It's weird that glory points are still diminishing here, even though this step alone would have been a game changer for stimulating the mush players to stay in the game longer. At this point, Mush players are only fed by enthusiasm of making the game interesting for others. They are too in need of something to have an intresting game for themselves.
  9. As it was floated before, new players are in a dire need of attention. I am pleasantly surprised there are new players even here, but the notorious inactive heard is also here. New players doesn't know what to do, It must be kept in mind that it's also very hard to comprehend such a slow paced game, such as The Mush nowadays. My suggestion would be that Mushpedia must be implemented and accessable from withing the game, on the tips tap, or better even completely replacing the tips tab. New players must be led by the hand for their first 10-20 ships via some kind of popping up windows explaining them what to do, and what is what. A simple popup window with an illustration containing a short tutorial with an "OK" button, like cards for children, for example: This a Cat. The cat says Meow. As simple as that. At first they would be irritating, but they are absolutely necessary. Although there may be an option to turn the tips off manually after 7+ ships. Some popping up tips should be tied to events and roles. Example: "You're a pilot! There are hunters outside, Defend the Daedalus using patrol ships in Alpha and Bravo bays! P'S Make sure you have enough points to take off-shoot-and land! Don't get stuck outside! The crew is counting on you!" Or "New base is transmitting, as the comms officer, you must go to the bridge and use comms terminal! P.S The crew depends on you!" Or "You're the Gardener. It's the end of the day soon, have you watered the plants? P.S It's important to care for the garden as the trees = life of the crew!" Or "This is the lab. The Lab does this and that and why its important" Or "This is Nexus it does this and that and why its important" etc. Always reminding new players that their character is important and their work is important is crucial. Every tricky role should be supplemented with these kind of reminders and even more. Such popups is better to be frequent preferably at the start, as the "Tips" tab does absolutely nothing!
  10. I am missing character sheets within the game. I don't want to go to mushpedia to read it all scrambled..I want to read a neat version with pictures here right in my game