Dashing


Allows the player to dash using shift (configurable). Speed, length and cooldown can be adjusted per map, dash volume per player. Running, sprinting, movement, mobility, fast.

Tweaks
15 days ago
1.1 - 2.0
835
Transportation Combat Cheats

i Dash should not be affected by Exoskeleton

16 days ago
(updated 16 days ago)

Hey there.
As the title suggests, I believe that dashing should not increase the range that you can dash by more than 25% at most because with many exoskeletons, esp modded, it makes you travel an absurd distance under the flat dash duration. Perhaps decrease dash duration proportionally with players speed while wearing the exoskeleton?

Also, a great addition to the mod would be for Dashing to require power. I have not tested whether the increased travel distance while dashing proportionally eats up more power with legs -if it doesn't, it absolutely should- however adding an extra power usage for dashing would encourage more mindful use instead of cheesing it constantly to run across the map or escape enemies.

Also, how about the dash mechanic be in the form of a 2x2 non-stackable researchable module addable to armor with multiple tiers to 1. decrease cooldown, 2. increase dash speed, 3. increase dash duration and 4. decrease the power usage of dashing? Now that would make for a great mod for the first page. :)

Overall I like the mod and see a lot of potential in it and without any intention to sound patronizing this is why I thought about writing this thread. If I were to judge your mod portfolio, I would say this would be very reasonable to achieve and implement. :)

Kind regards, Alin.

16 days ago

The dash scales player speed, exoskeletons increase player speed. Works as intended, but can get absurd at high end equipment. A logarithmic falloff for scaling should make it more realistic and fix it.

Dashing does not take more power as it was intended to be used mostly without equipment.

Ideas seem good, will implement soon.

15 days ago
(updated 15 days ago)

I have added modular dashing equipment support. Basic dash is free, but weak. Modules consume power each dash and then provide a speed/distance/cooldown bonus. The walking speed scaling has been fixed: dashes will now provide a constant amount of speed boost independent of player walking speed.

15 days ago

Please add an option to remove the dash modules and their research entirely, some people don't want extra item clutter, just a simple non-intrusive QOL like this one offered.

15 days ago
(updated 15 days ago)

Patch released. Tech, items, recipes, data-updates are added only if an optional startup setting is enabled.

15 days ago

Cheers!

15 days ago

You're the man, estgamer!

14 days ago

Hey there. Thank you for the update. I have a little feedback though, while the dash modules are a nice touch, I think that having multiple 2x2 modules for every single upgrade (12 slots used on dashing alone) is excessive. How I envisioned it was a single 2x2 Power Dash module that would enable powered dashing and which can be upgraded in the research tree in three ways, cooldown, duration and speed OR you could take the route of Personal Equipment mod and have mk1, mk2 etc modules.
An alternative and quicker fix would be making the modules 1x1 so they only take 3 slots in total.

Thank you for the good work!
Kind regards, Alin.

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