- Introduce the Ability to Create New Anomalies from Cores
I propose adding a mechanic that allows scientists to combine two anomaly cores to create a new anomaly. This would address the issue of “useless” anomalies spawning early in the shift, especially in situations where plasma is scarce for experimentation.
Advantages:
Improved Resource Utility: Instead of cores remaining unused in backpacks, they would become integral to further experimentation.
Expanded Experimentation Opportunities: Scientists would have more tools to study anomalies, offering greater engagement in R&D gameplay.
Implementation Idea:
This feature could be added to the anomaly scanner or a dedicated machine in R&D. Players would insert two cores, and the machine would generate a random new anomaly. Developers could balance this mechanic by requiring the cores to meet certain conditions (e.g., charged, of a specific type) to prevent overuse.
- Improvements to the Anomaly Glove
The anomaly glove, while conceptually interesting, is currently too situational to be consistently useful. I propose the following enhancements to increase its utility:
Attraction Mode: Introduce a mode that allows the user to pull anomalies toward them at the cost of 1 glove charge. This would help resolve situations where anomalies spawn in inaccessible locations (e.g., corners or areas surrounded by obstacles).
Knockback on Strike: The glove could be enhanced to push targets (including players) a few tiles away when striking, inflicting minimal damage. This would provide the glove with a tactical application in combat or hazard management, making it more versatile.
Advantages:
Expanded Functionality: These improvements would make the anomaly glove more useful in both scientific and practical scenarios.
Improved Quality of Life: Pulling anomalies would reduce frustration when dealing with inaccessible anomalies, while knockback would add more strategic depth to interactions involving the glove.
Implementation Idea:
The attraction mode could be toggled via the glove’s interface, and the knockback effect could activate automatically during melee strikes. Charge consumption and knockback distance could be adjusted to maintain balance.