Over-time degradation of player built items

johnnymangosjohnnymangos PNW Join Date: 2016-10-18 Member: 223223Members
I have an entire eco-system built around this concept, which could add some features of multiplayer without integrating a full multiplayer experience.

The pre-requisite here would be that items/bases/etc would have a "durability" or "lifespan" on them, if not interacted/used by the player for a certain length of time. At a certain point, the object would become unusable and could be collected for scrap.

So for example, let's say I build a base at a great depth, and then never go back. At a certain point, it should turned defunct, and would require another tool to be used on it to recover some of the resources on it.

If, however, the base has begun to degrade, it would just require welding whatever holes/etc have appeared to bring it back up to snuff.

Personally I don't want degradation to occur universally/all the time (who wants to go around repairing items all the time that are in use). This mechanic would only happen after an item is left for a long period of time. There might even be durability modules that can slotted in items to make them last longer?

I will create another post and link it to this thread to talk about adding a simple multiplayer aspect which could be more easily implemented without having dedicated player servers which would utilize this concept.

Comments

  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    Good for multiplayer games. I can't see how this would make this game more enjoyable, though.
  • johnnymangosjohnnymangos PNW Join Date: 2016-10-18 Member: 223223Members
    I'm not entirely sure if it would, as I haven't playtested it in this game. However, my initial thought is this:
    • It adds a certain realism to the game. Do things that we leave in the real world just stay pristine forever?
    • At a certain point in this game, it becomes "i've done everything and it's all on farm." This, along with the "assets not people" sort of multiplayer, would extend the life of each play through.

    So you're right, multiplayer is half the reason to implement something like this. I'd love to try it in game to see how it feels though!

    However I can see how it could also be annoying if done incorrectly.
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