Void Crew

Void Crew

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Mad Hatter Dec 7, 2024 @ 10:38am
Change Genetree Loadout mid mission - how?
Is it possible to change Genetree Loadout while a mission is already underway?

With players dropping in and out, occasionally, it's seemed useful to be able to switch to another role, but I haven't found how this is done.

Is it possible? If so, how?
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Showing 1-15 of 18 comments
[HUTLIHUT] Tomasz  [developer] Dec 12, 2024 @ 2:08am 
Hey,

It's not possible now, but we're aware that this needs to be added and will be looking into this :). Cannot promise any specifics on when, yet.

Currently the only place to change your perks is the Hub.
VforVeranda Dec 12, 2024 @ 4:13am 
Yeah, this will be especially helpful for when you join random lobbies.
TubeSockWarrior Dec 12, 2024 @ 11:55pm 
Originally posted by HUTLIHUT Tomasz:
Hey,

It's not possible now, but we're aware that this needs to be added and will be looking into this :). Cannot promise any specifics on when, yet.

Currently the only place to change your perks is the Hub.
Perfect place to be able to do it would be from inside the sarcograph; add your preset tabs on the inside or something.
Sasha Mason Dec 15, 2024 @ 3:55pm 
I just realized something.
While it would be really nice to be able to swap loadouts or even customize them midrun, possibly while in the void tunnel, I can see how this could be exploited.

Specifically, you would relatively easily be able to swap to loadouts that allow crafting of specific items, craft them, and then swap back, effectively making any points invested into craftables a waste of skill points in your "main" loadout.
Mad Hatter Dec 16, 2024 @ 10:26am 
Originally posted by Sasha Mason:
I just realized something.
While it would be really nice to be able to swap loadouts or even customize them midrun, possibly while in the void tunnel, I can see how this could be exploited.

Specifically, you would relatively easily be able to swap to loadouts that allow crafting of specific items, craft them, and then swap back, effectively making any points invested into craftables a waste of skill points in your "main" loadout.

Good point; can be mitigated with a swap confirmation and cooldown period of ~5 minutes or so.

Gene loadout swap @ Sarcograph while in void tunnel is viable.

:D
Mosey Dec 16, 2024 @ 11:09pm 
Originally posted by Sasha Mason:
I just realized something.
While it would be really nice to be able to swap loadouts or even customize them midrun, possibly while in the void tunnel, I can see how this could be exploited.

Specifically, you would relatively easily be able to swap to loadouts that allow crafting of specific items, craft them, and then swap back, effectively making any points invested into craftables a waste of skill points in your "main" loadout.

A fair point, and I'd say we really only need to swap builds once right as we join to fit into the current crew. One respec per run is reasonable.
Special Ed Forces Dec 19, 2024 @ 12:48pm 
Originally posted by Mosey:
Originally posted by Sasha Mason:
I just realized something.
While it would be really nice to be able to swap loadouts or even customize them midrun, possibly while in the void tunnel, I can see how this could be exploited.

Specifically, you would relatively easily be able to swap to loadouts that allow crafting of specific items, craft them, and then swap back, effectively making any points invested into craftables a waste of skill points in your "main" loadout.

A fair point, and I'd say we really only need to swap builds once right as we join to fit into the current crew. One respec per run is reasonable.
I like this option. Sort of a "last chance at harbor" to change things before you void tunnel away for the first time.
Honestly I would tie a decent biomass cost to it. It shouldn't be something you can do on a whim, so tying it to a limited resources adds some more strategic decision-making. I'd say anywhere between 20-50% of the current resurrection cost if you go to your ship's respawn point while alive, and upon death allow an Ectype to choose one of their presets upon spawning since they're losing that body anyways and are coming back at 100% biomass cost.
Originally posted by Sasha Mason:
I just realized something.
While it would be really nice to be able to swap loadouts or even customize them midrun, possibly while in the void tunnel, I can see how this could be exploited.

Specifically, you would relatively easily be able to swap to loadouts that allow crafting of specific items, craft them, and then swap back, effectively making any points invested into craftables a waste of skill points in your "main" loadout.

Pretty pointless. The engineer plate is literally the first skillpoint, the gunner mods...only way you dont have a gunner with those is solo play, the scavenger unique craftable (oxygin pack) is useless..you have to hold it in your hand meaning you cant loot or carry anything else. So there isn't really much in the way of exploiting it even if you could hotswap in the sarcophagus.
Right away I don't see any skill that could be exploited by being able to swap in the ship.
KellyR Jan 22 @ 11:18pm 
Originally posted by The Amazing Flying Pig:
Honestly I would tie a decent biomass cost to it. It shouldn't be something you can do on a whim, so tying it to a limited resources adds some more strategic decision-making. I'd say anywhere between 20-50% of the current resurrection cost if you go to your ship's respawn point while alive, and upon death allow an Ectype to choose one of their presets upon spawning since they're losing that body anyways and are coming back at 100% biomass cost.
Just make it only work at respawn, so the biomass cost is baked in, tbh.
Originally posted by KellyR:
Originally posted by The Amazing Flying Pig:
Honestly I would tie a decent biomass cost to it. It shouldn't be something you can do on a whim, so tying it to a limited resources adds some more strategic decision-making. I'd say anywhere between 20-50% of the current resurrection cost if you go to your ship's respawn point while alive, and upon death allow an Ectype to choose one of their presets upon spawning since they're losing that body anyways and are coming back at 100% biomass cost.
Just make it only work at respawn, so the biomass cost is baked in, tbh.
Even better idea, just make changing class cost the same amount of biomass as respawning.
It'd be a pretty silly mechanic to be needing to eject yourself so you can become unalive and respawn, when you should really just be able to do it from within the ship.

It would actually give biomass a good use too.
shadain597 Jan 24 @ 12:34am 
Originally posted by Sasha Mason:
Originally posted by KellyR:
Just make it only work at respawn, so the biomass cost is baked in, tbh.
Even better idea, just make changing class cost the same amount of biomass as respawning.
It'd be a pretty silly mechanic to be needing to eject yourself so you can become unalive and respawn, when you should really just be able to do it from within the ship.

It would actually give biomass a good use too.
Just making it a respawn-only thing is fine. 99% of the time, it should only be used for people joining games anyways. That's even got the built-in abuse deterrent you were worried about.

Although, adding a short grace period or automatically pulling up the swap screen for that first spawn after joining might be a good idea, because a lot of people will reflexively pop out of the sarc as soon as possible.
I feel like either way would be fine.
It has always bugged me a bit how redundant biomass is, so using up biomass for a class swap makes it a fair trade.

I hope the devs see this and consider it.
shadain597 Jan 24 @ 12:30pm 
Originally posted by Sasha Mason:
It has always bugged me a bit how redundant biomass is
I think what we need is another use for biomass. Right now, it doesn't really feel like a meaningful resource. The devs could have skipped it entirely in the current game. EVA combat might add to the importance of biomass, or some installable modules like a bio gun.
KellyR Jan 24 @ 6:57pm 
Originally posted by Sasha Mason:
Originally posted by KellyR:
Just make it only work at respawn, so the biomass cost is baked in, tbh.
Even better idea, just make changing class cost the same amount of biomass as respawning.
It'd be a pretty silly mechanic to be needing to eject yourself so you can become unalive and respawn, when you should really just be able to do it from within the ship.

It would actually give biomass a good use too.
There's literally a force respawn button. No need to eject yourself.
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