How can we make Hardcore Mode *actually* Hardcore?

scubamattscubamatt Georgia, USA Join Date: 2016-05-22 Member: 217295Members
The only difference between Survival mode and Hardcore mode is the audible low air warning, and the permadeath aspect. You can play Hardcore yourself in Survival mode (just delete your game if you die) and keep the audible low air warning.

So...how can we make Hardcore actually 'hardcore' and significantly tougher (and unique) compared to the other modes of play?

A few ideas come to mind, mostly inspired by other peoples suggestions in other threads:

1. Your lifepod is heavily damaged when you start - you have to find material to repair the fabricator and first aid dispenser, before either will function. This is separate from the 'weld life pod' mini objective we already have.
2. Don't allow the fabricator to make Cooked Fish, (or water from an Airsack) until those fish are scanned by the player with hand scanner.
3. Improve the AI for the predators - smarter, more aggressive, or more of them (they've been attracted to all the dead fish from the Aurora's crash...)
4. Add fallout to the local atmosphere after the Aurora blows up, which lasts until you clean up the reactor (plus X amount of time for the winds to carry it off). Any time the player is on the surface without a radiation helmet/suit, they take damage just like the water in the radiation zone. This could be graphically represented by tinting the sky/clouds/local air until the fallout is cleared up.
5. Increase the material cost for items you fabricate (make it more expensive to build most everything, compared to other modes).
6. Have the local wildlife go into a frenzy every time the moons eclipse the sun. Everything swims faster, predators have greatly increased aggro range, etc. Perhaps normally passive creatures become aggressive (crazed gasopods, anyone?)
7. Place a more strict limit on how much alien vegetation you can eat in a 24 hour period. Perhaps only a handful of fruits can be eaten, or the player gets queasy/sluggish/sick. As it is now, a single Lantern Fruit Tree can cover all of your food/water needs for the whole game, once its reached full growth and maturity.

What do you think about the idea of making hardcore much harder than the other modes, and how would you do it?

(@JB940 thanks for inspiring this topic)

Comments

  • DagothUrDagothUr Florida Join Date: 2016-07-12 Member: 220125Members
    How would I do? Open the game up to modding and let people have at it.
  • FathomFathom Earth Join Date: 2016-07-01 Member: 219405Members
    Here's a brainstorm from me. Pick your poison.

    - higher aggro radius of hostiles
    - more damage received
    - slower healing
    - faster depletion of hunger and thirst
    - increased material requirements for any construction
    - faster and more agile prey fish
    - slower growth of plants
    - increased energy consumption of tools, seabases and vehicles
    - slower player movement
    - reduced oxygen volume and reduced time between blackout and death
  • RainstormRainstorm Montreal (Quebec) Join Date: 2015-12-15 Member: 210003Members
    If this game was moddable, it would be 100 times more awesome than it already is for sure. I personally would be extremely interested in those making harcore mode extremely hard like those suggestions Matt made :smiley:
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    I gave up on suggestions for a different hardcore mode, but I think my points were to differentiate with certain settings. Some suggestions now:

    O2: some limited but playable diving physics, with decompression sickness and chambers, etc.
    Food & Water: low breeding and plant growing rates, plants and fish need stuff to grow and not just grow by itself
    Health: Bleeding (with creatures tracing blood trails), serious wounds need surgery units, small med packs can seal wounds and heal lesser injuries
    Energy: All tools and devices consume energy. O2 production at subs and bases use energy. Subs can only recharge at bases, solar recharge at surface or thermal recharge near heat sources, but consume power very fast. So recharging needs stratetic planning.
    Creatures: Creatures hunt with strategies and some top predators roam a wider area (pathfinding AI). Creatures react to top predator sounds and start to flee. Creatures can be lured for better survival hunting.
    ...

    All in all this is a matter of balancing for different game modes. Each mode needs different settings.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Steam Workshop is begging for integration, but that would be a feature unseen/heard of for the consoles :( Dammit we need to step up our game for consoles to drag them into modding and indie stuff, it'll be good for 'em. Given they already allow early access and some indie content...
  • scubamattscubamatt Georgia, USA Join Date: 2016-05-22 Member: 217295Members
    I really like the idea of slower healing. Make the First Aid Kits a heal-over-time rather than instant heals, and the player doesn't heal at all without medical attention (the kit, a new device like an auto doc, etc).
  • RezcaRezca United States Join Date: 2016-04-28 Member: 216078Members
    edited July 2016
    Kouji_San wrote: »
    Steam Workshop is begging for integration, but that would be a feature unseen/heard of for the consoles :(

    Not entirely true, since Fallout 4 has mods on the consoles. I don't know what sort of decisions go into allowing for it, but maybe UKW might be able to arrange something come full release.

    A feature similar to the Workshop on the other hand, yeah I'm pretty sure there's nothing like that yet :(
  • dealwithitdogdealwithitdog Texas Join Date: 2016-06-09 Member: 218343Members
    I like your ideas. Perhaps on #7, instead make it so you can eat as much fruit as you want, as long as you balance it out with other kinds of food. Implement some sort of nutrition system, where if you only eat one kind of food ever, you start to get hungry faster, or the food just doesn't restore quite as much. If you really wanted to ramp it up, maybe make it so that eating too much of only one food will damage you.
  • ResolutionBlazeResolutionBlaze The Dunes Join Date: 2016-04-06 Member: 215392Members
    I think the only way to make this more hardcore is to just finish the game. There's too much left out and not enough balance done to be focusing on Hardcore mode or thing specific to it.
  • Jim_Jim_ Join Date: 2016-07-07 Member: 219811Members
    If you want things to actually be hardcore, there are a few changes that could be made.
    • Reduce inventory size to a much smaller amount and make large things like the seaglide and scrap not able to be stored but only hand held
    • Injuries cause constant loss of health until you use a first aid kit on land, a base, or sub. Health regenerates only when above 50% food & water and not injured.
    • Seamoth is not exitible except for the surface and moon pools
    • Crashing submarines at reasonable depth results in destruction and instant death
    • Fish breed very, very slowly in containment tanks
    • Fish die if power is lost for too long, plants die if the base floods for too long
    • More complicated recipes for fabricating (more ingredients, more subcomponents)
    • Fewer duplicated fragments and blueprints
    • Add fatigue management and sleeping
    • Make radiation zone expand outward from the ship relentlessly, until fixed
    • Fish that swim through the radiation zone are poisonous for 30 in game days. Fish bread in containment are edible.
    • Fabricating takes much longer
    • Glass stuff now requires sand instead of quartz

    Advanced gas management:
    • Add decompression sickness if you ascend too quickly (but make tanks last a lot longer)
    • Oxygen toxicity below a certain depth requiring heliox tanks, and switching gas mixes for different depths
    • Rebreather requires oxygen and dilutent tanks as well as C02 scrubber
    • Exploration of depths requires construction of bases since it's not practical to ascend to the surface for air in a reasonable time
    • Bases require a life support unit to produce air and constant power to keep running
    • Submarines need gas refills and scrubber replacements in addition to charging
    • Using airlocks consumes some of the bases gas stores
    • Tanks can only be filled at a fill station inside a base or cyclops (with a fill station you build inside)
    • Bases use gas storage tanks that you build for reserves
  • everdbesteverdbest Malta Join Date: 2016-04-10 Member: 215607Members
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