In-game Predators are Useless and Here’s Why
Here is the ultimate dilemma.
Killing creatures is easy (as it should be in keeping with realism). Unfortunately, there is a problem that goes along with this.
Players can easily run over predators, or bash them to death. In-game, players don't need predators to be around, so the simple solution is to kill them all (Exhibit A: the gray wolf). The game is currently designed in a way that makes killing every hostile creature, but the Stalker, the most effective strategy (players would kill the Reaper if given the chance). In a game that is (supposedly) predominated by non-violence… this makes no goddamn sense. It’s a blaring inconsistency.
What advantages does non-lethality afford? What do players gain from NOT killing hostile fish? These are the questions that should be asked - they are what define the very dynamics of the game.
I came to a conclusion:
There needs to be an ecological benefit to not massacring fish. Perhaps predators prevent prey from overpopulating, and not killing too many prey creatures will prevent predators from starving. This is the reason why there are hunting restrictions, etc. In reality, over hunting/habitat destruction causes ecological disaster... how about implementing such elements in-game?
Food chains and webs need to play a role in this game's mechanics. I’m taking about working in-game ecology. Despite the games lack of offensive tools, there remain lethal options that cannot be taken away without making the game a steaming pile of pacifistic shit. Having ecological consequences for ravishing local flora/fauna populations would not only serve to make the game more surreal, but also more effective at preventing the senseless violence that this game is supposed to be void of. In the real world, over hunting/fishing creates devastation - devastation that makes environments unsuitable for human habitation. With a working ecology, if a players are too destructive they will ultimately kill themselves... something games like Minecraft totally fail to communicate.
There is a need for repercussions.
TL;DR
Food chains are awesome, and should play a major part in development.
Comments
There needs to be some sort of defense against that thing. It's pretty upsetting when you are out exploring and come across one or two of them and can't do anything about it but turn around and leave the area.
Oh, and my defense against bleeders is to just run them over with the seamoth. lol
Yea, some countermeasures would definitely be welcomed - especially if they have good usability. If the solution is too convoluted then players will only become frustrated using it. An electroshock feature for the seamoth is a great idea.
I imagine it would drain 0.5 to 1% power; perhaps a little more without upgrades (it's always good to add upgrades).
Imagine the feeling of sitting in that cave, exiting the seamoth to check out the entrance and seeing him swim by.
Now there's a nice idea which keeps in line with non-lethality of the game!
No, I don't want Minecraft underwater, I just like certain dynamics it used to enrich the experience.
As for sentient life, I feel like either a extinct race of human-level intellects, or evolving sentient life would be nice. I get a feeling this isn't supposed to be a fist contact game. Finding out what happened to an intelligent race that disappeared/left would be interesting, but contacting one seems a bit too radical. Of course, a primitive intelligence would fit right it with the current theme - like an otherworldly Australopithecus. Basically, players should get to play the role of an ancient alien.
To stop poeple from shanking them to pieces, blood in the water could attract other predators from a large area.
That would make bleeders extra dangerous and the heat knife wouldn't always be the best option to get food, so you won't forget how the fabricated food tastes.
Also, we've discussed the idea of having a modification to the Seamoth that would allow it to give off an electrical current as a defense mechanism against creatures like the Reapers. There was a design card created for it quite some time ago, but we've been busy with other things, and we still need to set up the basics of the upgrade system for the Seamoth, first.
Oh, and matching colors for the Seamoth and Cyclops would be great.
Real life predators are actually quite benign - unless provoked. The current predators are quite violent by any standards... even on an alien planet.
Besides the fact this is off topic, Sunautica has never been about hyper deadly/violent creatures. Of course, creatures like the Reaper can kill the player in one hit - plenty of other behemoths are on the way - but because of the massive size and power it's understandable.
Perhaps there should be a more difficult Hardcore mode and an Unrealistic mode for thoes players that seek a greater challenge. This isn't a horror game after all, and casual players should still feel accommodated.
As for being able to wound creatures, that would actually help with immersion. Perhaps a similar mechanic could be applied to low health players. Also, being able to hobble aggressive creatures provideds an alternative to outright slaying them.
But hey, it could just be the alien ecology; however, it would be interesting to see more complex emotion if damage output was increased. The issues with a damage increase is the increased threat to the player. Humans under threat tend to act more violently... if predators are more dangerous, players will perceive this and will act more hostile towards them. Slaughter then would be a preemptive action and not so much a whim of the player.
I dont think thats how it would be.. maybe some humans would try to slaughter preemptively.. Smart humans would play smart, careful, and defensive, respecting the hostile creatures of the ocean.
EDIT: How about an aggro system like in Gothic (if anybody knows that game) where creatures start to hiss or make aggressive noises in order to warn you before they attack, slowly back off to evade a fight.
I think predators should have triggers.
I wrote somewhere before that i think Stalkers should attack if they are attacked themselves, you come way too close to them or something in a vertain area bleeds. Meaning bleeders can hurt you in more than one way, heat blading fish while stalkers are around is probably a bad idea and hurting another stalker is probably the worst idea.
maybe bonesharks react to noises: Seamoth bumps and engine sounds, the seaglide, stasis rifle, limestone picking...