Deep Rock Galactic
babuk.fracal Jun 16, 2023 @ 7:23am
Being able to summon jetty boots like resupply pod
I don't know if it should cost nitra or a completly new ressource

I just think it would be more interesting to allow us to use them because of a big cost rather than rng.
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Showing 1-15 of 32 comments
Healisoulus Jun 16, 2023 @ 8:00am 
What if we could spend like 100 Gold to request a Jet Boot crate? Jet Boots are not vital to any missions unlike Nitra and Resupply Pods, and this would also make Gold somewhat reasonable to mine for players who usually skip it (I believe that's the majority these days).

Gold would matter to any player, not just Greenbeards who are low on credits. You would also make fun less RNG-dependent (yes, Gold may spawn Karl knows where but there is always 100+ on any mission, even in Deep Dives). As for the cost, 100-150 sounds reasonable to me: it's not too high and is also high enough to not see Jet Boot crates spammed on every mission. Mission Control could also start yelling if a player decided to request another one - only 1 crate should be available per mission. And since Deep Dives are rich on Gold, that limiting factor could be so that the players can request a crate only on one of the stages - the should choose which one by requesting them, but they can do so just once.
babuk.fracal Jun 16, 2023 @ 8:01am 
that's a really good idea
Bookslayer10 Jun 16, 2023 @ 9:52am 
I think that you shouldn't need to actually spend anything to get the boots. By simply having over 160 gold or something, you automatically get the ability to call down the boots. That way gold is more important in missions, new players don't get mad at players spending their money, and it's pretty difficult to get without actively mining all the gold you can get.
Richard Jokes Jun 17, 2023 @ 2:26am 
Damn good idea. I second this for sure.
Chibbity Jun 17, 2023 @ 5:50am 
Sorry but no, the only thing keeping them balanced is that they can't be earned or counted on.

They are a fun random thing you find, and that's for the best.
babuk.fracal Jun 17, 2023 @ 5:52am 
Originally posted by Chibbity:
Sorry but no, the only thing keeping them balanced is that they can't be earned or counted on.

They are a fun random thing you find, and that's for the best.
Yeah but if it has a big cost you won't be able to use it right at the start of a mission
Just need to find what should be the big cost
Chibbity Jun 17, 2023 @ 5:55am 
Originally posted by babuk.fracal:
Yeah but if it has a big cost you won't be able to use it right at the start of a mission
Just need to find what should be the big cost

I don't think any cost would be sufficient, they are completely overpowered and break class balance; as well as team traversal mechanics.

Platforms, ziplines, who needs them? Who needs Scout when every class has that kind of mobility? Driller tunnels are about the only thing worth having at that point.

Which is why they are rare, making them more common is not a good idea; no offense.
Last edited by Chibbity; Jun 17, 2023 @ 5:56am
babuk.fracal Jun 17, 2023 @ 6:27am 
Maybe it can be made very strict
I'm thinking being allowed to summon it after reaching a certain point in objectives
the best case of this idea would be sabotage, being able to summon it after completing the 2 hacks
like that you get them after visiting the cave
I am still thinking how this could work on other missions.
Last edited by babuk.fracal; Jun 17, 2023 @ 6:28am
Deadweight (Banned) Jun 17, 2023 @ 10:58am 
a cost for use means it's effectively free to use because of rich players and save modding. pre-mission buffs should begin and end at loadout and beer buff
Hotklou Jun 17, 2023 @ 12:47pm 
Originally posted by Deadweight:
a cost for use means it's effectively free to use because of rich players and save modding. pre-mission buffs should begin and end at loadout and beer buff
If it would cost anything to use it would have to cost something that's found in-mission, like nitra or gold. But that would bring up the issue of resource misuse.
Chibbity Jun 17, 2023 @ 4:07pm 
Originally posted by Bu:
They don't break the game at all

Of course they don't because they are only available randomly.

If you had jetboots every single mission, that would be a different story right?

I'll remind you that the old double jump perk was removed exactly for this reason, because it broke balance and team traversal.
Last edited by Chibbity; Jun 17, 2023 @ 4:08pm
Femboy Thighs Jun 17, 2023 @ 4:39pm 
Originally posted by Bu:
And traversal tools are already useless since pickaxes exist. Traversal tools are for convenience
Well, then they aren't "useless." A pickax also isn't going to get you across a huge canyon or let you reach a boolo cap that glitched and spawned in mid-air.

Originally posted by Bu:
and the jet boots as they are right now with high consumption and slow cooldown simply make the game more convenient
I agree with both you and Chibbity. Hover boots as they are now, don't break team synergy because everyone gets them. The problem with the double-jump perk was that some people would bring them, others wouldn't. The de-synchronization is what hurt the co-op part. Like, Engines just wouldn't build platforms for their team cuz they could double jump, leaving others behind.

But Chibbity is also right that if we had jet boots EVERY mission, even at a cost, it would just make traversal tools obsolete. The jet boot cooldown is very easy to manage, and as long as you don't overheat you can go an entire mission with them without using a single traversal tool.

The classes are also balanced by having different levels of mobility. Gunner has high damage, lowest mobility. Scout is the inverse. You get the idea. If everyone could have jump boots, there'd be little reason to play Engie or Scout, everyone would just pick the strongest DPS/waveclear classes (Gunner/Driller respectively). Because why play a low-DPS class like Scout when his only upside is light and mobility, when you'd have infinite mobility every mission?
Chibbity Jun 17, 2023 @ 4:43pm 
Originally posted by Bu:
If you're lucky enough to get them on every single mission you'll already have an advantage over players who never get them at all.

Sure, but you can't count on that or rely on it, so it can't be your plan; hence balance is unaffected.

Originally posted by Bu:
And traversal tools are already useless since pickaxes exist.

Lol.

Rofl even.
Last edited by Chibbity; Jun 17, 2023 @ 4:43pm
Hotklou Jun 17, 2023 @ 5:45pm 
Originally posted by Bu:
And traversal tools are already useless since pickaxes exist.
What if you don't have time to painstakingly mine meter by meter and walk and climb all the way to your destination? The traversal tools have the potential to help you move through the caves at a much faster pace. This might be especially important during swarms (you gotta open a path/get away RIGHT NOW or the hundreds of bugs biting on your heels will catch up, surround, and overwhelm you), in big or complex caves (ziplines to move quickly move long distances and a few quickly-placed platforms to handle vertical caves and walls) or if you're on a time limit (Point Extraction's constant enemy spawns can easily deplete all your nitra if you take too long to finish the mission).
Chibbity Jun 17, 2023 @ 6:11pm 
So let's just make jet boots a permanent part of the game then, that everyone get's by default; wouldn't hurt anything right?
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Date Posted: Jun 16, 2023 @ 7:23am
Posts: 32