Indigo Dipole- Repulsive Paintjob: Mild passive bullet repulsion effect
I tried this but it didn't really work. If you set the repulsion too low things get janky and you don't take damage from shots for some reason. Then if you push the repulsion up you quickly become untouchable. I made one that gives a repulsion field each time you're hit, which looks cool when you're running around force pushing bullets, but I'm not sure it's that useful overall, since when the repulsion runs out you get a load of bullets flying at you. It might be good enough, though.
Redshift- Time dilation: Enemies move and shoot slower, enemy bullets move slower.
This was easy to implement.
Redshift- Time stop: When you enter a room, enemies cannot move or shoot until you fire a weapon.
I gave this a good shot at implementing, didn't quite work, though. Drat!
Any chance you guys could do a small early update including the fix? (Beta branch in case something goes wrong?) Would be nice to potentially get rid of that sword of Damocles of a crash. Sorry for the selfish request, but redoing an entire 6th floor is such a pain.
The problem is that this would be down to Chris, and he's super super busy, of course, with other stuff at the moment.
Reactive Armor: When you take hull damage from an enemy shot gain +20% damage reduction for the rest of the room. Capped at 3 stacks. (NOTE: These numbers seem like they might be too high, depending on how damage reduction stacking works)
Something like this is already implemented actually. Once hit you get a -1 to any damage you take for 10 seconds. You get a visual indicator in the form of an orbiting globe, to see how many are stacked.
Name Here: When you hit with a shot, the corresponding gun gains +5% damage for the next three shots (damage boost is only on the gun that fired the shot to prevent cheese)
Hmmm, maybe on an energy weapon to promote accuracy and efficient aiming. Unfortunately, we can't split energy and main gun damage, currently, though.
Other Name Here: Recharge energy on main gun hits, with a capped proc rate
I implemented something like this a while back, but I kept recharging energy on hitting obstacles.
Can spend money in lieu of keys i.e. 5 credits to open a chest/door
Maybe something like this is possible...although possibly not thinking about it, we need something for the Green Mech, though, I'm struggling with that one.