IDEAS: Weather, HUD, and Creatures, oh my!

TorseTorse Join Date: 2017-03-28 Member: 229254Members
edited March 2017 in Ideas and Suggestions
Here are some general ideas for the game I've been thinking about.
Let me know if something is already in production (I'm not sure where to check this), or if anyone has something to add!

EDIT: To clarify, any instance of "[X] is now implemented" is just my way of saying that [X] should be implemented in order to make my idea work. I'm not good with words. But yeah, none of these things are currently in game.

Updated: 28-Mar-2017

Weather/Natural Events
These would happen randomly and infrequently (~once a month in game?), but would have serious consequences if ignored.
  1. Freezing temperatures - Now effect the players similarly to burning. Burning could drain health and thirst, freezing could drain health and hunger. Temperature regulators/central air now available for bases.
  2. Currents - There is now a light current, going in fixed direction(s). Going with the current increases speed, going against decreases.
  3. Solar flare - Super heated shallow zones. Smaller lifeforms are boiled and do not respawn until the event is over. Solar panels/thermal (vents unaffected) generators are +effectiveness.
  4. Solar eclipse - Super cooled shallow zones, increased water levels. Tidal generator +effectiveness, solar panels/thermal (vents unaffected) generators -effectiveness. Raised water levels mean bigger creatures are able to pass through...
  5. "Great Conjunction" (Dark Crystal reference :smile: ) - Sun, planets, and moons are all aligned. Strange and unpredictable events may occur..
  6. Red tide - Preferably with a twist since this is an alien planet, but otherwise acting similarly to our own Earthly red tide. Lifeforms are poisoned, possibly including the player.
  7. Storms/hurricanes - Continual (but slow) damage will occur to structures and vehicles that are not properly protected. Increased current strength may sweep players/vehicles/creatures away if they are caught out. Certain predatory lifeforms thrive in these chaotic tides. Effects increase/decrease depending on distance from storm spawn point. Braces and reinforced glass now available for base construction.
  8. Meteors, whirlpools, and swarms/infestations are some other ideas that I haven't been able to elaborate on.

Tooltips/HUD/AI
  1. Blueprints in both the PDA and fabricating structures to state what is required before construction of an item. Moonpool is required for vehicle modification station, modification station is required for the high-capacity air tank, habitat builder is required for structures, etc. The last one seems obvious but as a newbie it took me a bit to figure it out. :(
  2. Current/maximum depth displayed while using the cyclops' cameras.
  3. Bleeding/poison meter, color indicating which (red for bleed, green for poison?) and the meter indicating duration. The bleeder fish would cause the former and drooping stingers/gasopods/shrooms would cause the latter.
  4. Food poisoning meter?
  5. Flora, Fauna, and Precursor objects display the name "UNKNOWN" or "???" until scanned. The AI could state something like "generating name based on scanned properties." This would add a bit more immersion. ***One unidentified object in the game could 'mistakenly' be assigned a silly name, requiring the player to re-scan for a more suitable one. Or keep it for silliness. E.G. gastropod could be 'caboosemoose' upon initial scan.
  6. When referencing unknown objects/organisms, the AI shouldn't automatically know everything. Translating Precursor language should take much longer than 5 seconds. There were also certain comments upon entering new areas that the AI shouldn't be able to instantly produce, unless PDA data (from other survivors) was previously downloaded. Unfortunately, I can't remember specific examples of the latter and was unable to find a list of AI quotes online.

Creatures
This list will contain the base/inspiration for new creatures. Since this is an alien world, I wouldn't expect to see Earth critters running around.
  1. Out of Bounds (OOB) - I mentioned this in another thread, but having a hostile creature in the void would be interesting.
  2. Whale Shark - Possible OOB creature. They'd be gianormous (exact measurement) and would be able to open their mouths to pull creatures/vehicles in from a great distance. Cyclops included.
  3. Eel Swarms - Small eels that ignore all but the smallest creatures.. unless ten or more of them group together. They then travel together as a swarm, able to take on much larger creatures/players.
  4. Clownfish - Small fish/creatures that are immune to poison. Poison resistant (temporary) coating can be crafted from these.
  5. Predatory Oysters - Organisms that live in shells (that look like rocks for camouflage maybe?) along the sea floor or on solid objects. Prey that unknowingly pass them will be grabbed with a stretchy tongue-like appendage and reeled in to be devoured. These organisms vary greatly in size. ;)

Misc Ideas
  1. Harvesting (with a knife) larger creatures for generic meat.
  2. Harvesting any organism for various products. Oil, teeth, scales, glue, etc.
  3. Collecting rockgrubs for light. Possibly putting them in a jar and attaching to the player belt or base? :smile:
  4. Flora takes longer to grow. Right now it's too easy to grow infinite food.
  5. Flora requires sun/UV light to grow (cave flora not included), and indoor/surface flora also require a water sprinkler.
  6. Player crafted structures that are taking damage will emit a warning signal to the player, possibly flashing the icon of affected structure (PRAWN, seamoth, or base icon).
  7. Repairing structures requires input material.
  8. Radio signals are toggle-able like beacons. They no longer require a physical item.
  9. Beacon names are able to be changed in the menu, rather than only manually.
  10. Ability to scan and save entire bases as a blueprint. Mostly for relocation purposes.
  11. Having crabsnakes nest in jellyshrooms that are grown with them in the alien containment.
  12. Accessing storage and upgrades of docked vehicle while aboard the cyclops.

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