maybe with the workbench, they could add paths for the stasis rifle, one for quicker charge on the AOE freeze, or even a bigger charge, and another that is for single targets only?
That way the AOE only works tiny->mid while the targeted freeze can work from tiny->large with maybe a better duration?
also, maybe the AI could "learn" from the stasis gun? say one of them gets frozen a few times aggro'ing on you it realises what that gun does and tries to avoid it or even break pursuit entirely?
i think the only intelligent creatures currently are warpers and Sea Emperors, everything else seems pretty dumb and probably wouldn't have the mental capacity...
Your judging them purely on their glowy bits, aren't you?
Ok, I would like to start by saying that this game is amazing, I have been playing it non-stop since I payed for early access. The game is amazing. I guess there are some things I would like to add that I think would be fun and entertaining.
1. My first input is that the game needs some things to grind for for the sake of longevity. As I play I am running into the fact that early on I am running out of things to do. Obviously the game is in EARLY alpha so I am sure more great and fun concepts will be updated in the coming months .
2. In reference to number 1, I feel like the wildlife available needs some sort of tagging concept. One thing that I get from this game is that it will eventually be chocked full of wildlife. I know this isn't a marine biology sim, but I think it would be interesting if later in the game one would be able to participate in cataloging and researching the wildlife.
- EX: Components would exist to create a computer and mainframe inside your base, where you can eventually use it as a hub for multiple functions (I.e. controlling flooding and bulkhead water levels, power distribution etc .. ) then what would be needed is enough raw materials to create satellites. (this could be gathered from the existing ship, eventually from rare modifications to the handheld fabricator tool) and after this tier of items is craft-able tags can be made to track larger and smaller animals. When you complete all available research (if that is really a thing) a quest could be done to construct a satellite and launch it into orbit with all your existing knowledge.
- EX: 2 Upon tagging reefbacks (large pelagic animals) one can track movements and passively use them to map the unknown world. learn more about them, ways to hunt them if wanted, or learn how they feed. Eventually moving on to predatory animals. All collected data would unlock some new items, permanent buffs and could potentially be an interesting collection/lore item that players could spend hours doing.
I understand surveying genetic material is already in the works and that already sounds like a fun feature, maybe this could be something to do LATE LATE game.
3. Another idea is to use a organic synthesizer (new tool/ equipment) to do things like synthesize gasopod tails and grow them to constantly farm orbs. find ways to clone teeth for enamel etc.
Every living creature has the capacity to learn, you ever tried to restrain a dog? just try to pin it down to one spot, they may fight back abit but soon they learn to avoid that situation.
just to clarify, i dont mean to wwe suplex the little bastard or something, i aint no monster.
04LeonhardtI came here to laugh at youJoin Date: 2015-08-01Member: 206618Members
I think it would be neat to be able to tame creatures like Stalkers permanently.
Like if you craft a collar or something, you can put it on while you have them semi-tamed. Then they follow you around like a companion, attacking other creatures, and bringing you scrap metal.
You could also use these collars to turn them into sort of mounts, where you grab onto their back and ride them.
I think it would be neat to be able to tame creatures like Stalkers permanently.
Like if you craft a collar or something, you can put it on while you have them semi-tamed. Then they follow you around like a companion, attacking other creatures, and bringing you scrap metal.
You could also use these collars to turn them into sort of mounts, where you grab onto their back and ride them.
This seems to be a thing a lot of people want, and I personally just don't agree.
The thing about an alien sea, and an alien planet, is that there interactions with another being are completely unpredictable, and are as much as an enigma as trying to domesticate them as well. Not to mention it took many years for us back when dogs and cats were first introduced to fully domesticate them, over a course of many generations.
I understand taming one temporarily, as long as you kept it supplied with what it wanted, but a permanent solution just shouldn't be possible. The only way I could see that is if you tampered with one of their eggs, but even then I think those hatchlings only purpose to be a small companion to do nothing more than keep you company.
I'm just really against the idea of taming any of the creatures in this game permanently, unless they were already previously docile.
Not to mention it took many years for us back when dogs and cats were first introduced to fully domesticate them, over a course of many generations
The thing about that is, back when we were training wolves how to be dogs, we didn't have magic technology that could manufacture things in an instant or scan and document completely alien fish species while they were still in your pocket.
This is the future m8. We've got a much greater understanding of how
Lore/fluff wise all the collar would do is make the Stalker think you're one of it's family, so it follows you around and defends you from monsters.
Come to think of it, this could actually be an interesting mechanic for DNA transfusion. Use DNA/Mind collars/brain chips etc to convince select creatures to not attack you, or follow you around, or to bring you stuff.
Not to mention it took many years for us back when dogs and cats were first introduced to fully domesticate them, over a course of many generations
The thing about that is, back when we were training wolves how to be dogs, we didn't have magic technology that could manufacture things in an instant or scan and document completely alien fish species while they were still in your pocket.
This is the future m8. We've got a much greater understanding of how
Lore/fluff wise all the collar would do is make the Stalker think you're one of it's family, so it follows you around and defends you from monsters.
Come to think of it, this could actually be an interesting mechanic for DNA transfusion. Use DNA/Mind collars/brain chips etc to convince select creatures to not attack you, or follow you around, or to bring you stuff.
Even if it WERE plausible, I REALLY don't think perma-taming would be a good addition to the game.
You think it sounds cool, having the beasts of the sea defending and fighting for and with you, but then the game gets dull, because when you have an army of stalkers, the hell's gonna beat you? Only the boss monsters, and that's it, otherwise, nothing to fear....
And fear, though this isn't a horror game, is a PART of the game.
And sure, you could try to limit how many stalkers are able to follow you, but then that takes the realism out of the game entirely. Any excuse that could be thought up for why you can only have one or two stalkers would feel just that, like an excuse.
This game should keep you on edge whenever you're dealing with predators, no matter the circumstance.
It's a terrible idea that isn't being thought about in the long run whenever it's mentioned, and it's mentioned quite often. I really hope the game devs don't succumb to those requests, otherwise a big part of the games going to be stomped.
In other words, I STRONGLY disagree with that sentiment.
And you're allowed to STRONGLY DISAGREE!!! With any and all suggestions.
I, however, will continue discussing it with other interested parties, as this is a mechanic that I would like to see implemented.
Feel free, this is a free place, you can do so even here, I just felt like I should voice my opinion on the subject in the hopes it, ya know.... Doesn't....
04LeonhardtI came here to laugh at youJoin Date: 2015-08-01Member: 206618Members
Though, I am curious
In this nightmare scenario of "having an army of stalkers and never ever having to do anything ever again"
Where do you get all the materials for the hypothetical army's worth of collars that you would need?
How do you keep your first tamed stalker from attacking another, aggressive stalker you want to tame?
How do you find the fragment that unlocks the blueprint for the collar device?
How do you study the stalkers to even find out how to tame them to begin with?
How do you find the fragment for the transfuser to get their DNA to study?
How do the stalkers magically become invincible to other monster bites?
Or does none of that matter because you just decided that you don't like the idea due to a highly improbable scenario that you yourself made up?
The big fear that a lot of people have is that people will get this one piece of the game, then immediately stop playing for absolutely no reason.
When getting this piece is just one part of the game, that you have to go through a lot of other parts to get to.
Though, I am curious
In this nightmare scenario of "having an army of stalkers and never ever having to do anything ever again"
Where do you get all the materials for the hypothetical army's worth of collars that you would need?
How do you keep your first tamed stalker from attacking another, aggressive stalker you want to tame?
How do you find the fragment that unlocks the blueprint for the collar device?
How do you study the stalkers to even find out how to tame them to begin with?
How do you find the fragment for the transfuser to get their DNA to study?
How do the stalkers magically become invincible to other monster bites?
Or does none of that matter because you just decided that you don't like the idea due to a highly improbable scenario that you yourself made up?
The big fear that a lot of people have is that people will get this one piece of the game, then immediately stop playing for absolutely no reason.
When getting this piece is just one part of the game, that you have to go through a lot of other parts to get to.
It doesn't matter the effort it takes to get there if the end result is the same as what i'm saying. As for taming them and having them attack each other randomly, that seems more like it would a frustrating than anything. Studying them, finding the fragment, the resource cost of the "collars", it doesn't matter, because in the end you know people will pay arm and leg for their easy way out. And trust me when I say, they WILL. YOU will. People in general don't really know what they want, it's why humanity never stops wanting. Unless they fought tooth and nail every step of the way, and STILL have some push afterwards, they WILL get sick of it.
And then they'll get sick of the game without threat, because that's how people work, or they'll get angry that the animal they spent so long on got killed by another animal they spent so long taming, and both would lead to the player quitting the game. Sure, some MIGHT be able to stick around after that, but it would be an uphill battle with the same result.
This line of path leads to frustration and lethargy. It's just best not to travel the "perma tame" path at all.
Even if they do die off as you try and tame them, that just create MORE frustration, because this "collar" would have to be expensive enough you can't make an army, (which wouldn't stop most people anyway), as well as be worth the whole pain in putting it in place in the first place, all without taking away a main aspect of the gameplay, such as the thrill and fear of unpredictable exploration of the sea, and even the challenge.
They'd die, people would stop using them because they want to stop wasting their materials, or they'd thrive, you have an army, and one of the main aspects is the game is rendered pointless, creating a toilet latrine of boredom after so much time has passed.
Don't just assume I haven't thought about this because I strongly disagree with you. Generally people who have a strong opinion one way have thought about it themselves, especially when they're willing to voice it, the only time it isn't that way is when they're letting someone or something else do the thinking for them.
Aquariums, they're A-ok, because they won't make the game change once achieved. Capturing the predators? Sure, you keep them in a location and either kill them for their meat if that ever becomes a thing, or you keep them as a decorative aggressive pet in a container base of some sort. But WORKING with them? Nah.
I could see you working with the NON-predators of the sea, like the oncoming cutefish, or even the common food of peepers and garryfish and so on, in the form of bait, or predator deterrent. But anything that provides legitimate teeth on scales protection? No.
I'm the guy who wants to limit the ability to repair the Seamoth so it's less usable for killing the predators, i'm the guy who wants to make it so the cyclops can be broken apart by boss creatures, i'm the guy who understands that nothing should be too powerful. Don't even get me started on the stasis rifle.
A game requires difficulty, no matter what point you're in. A game requires reasonable danger protocols no matter what you have at your disposal. And a game requires for the players extra hard efforts to not constantly be in vein due to bad A.I. Or stupid ideas for balancing. I wanted to make games myself, but the programming itself became too frustrating on me, and I just didn't have the patience for that hell, but stuff like this, the predicting the masses and the enjoyment, it's my bread and butter.
*IMPORTANT*
The only way I can see taming in this game, is a temporary solution, never, EVER permanent. I do think they should help you out a little more then just picking you metal, such as attacking predators attacking you, but at the same time, they should be willing to bite YOU just as well at any given moment.
If it becomes to predictable, it gets dull. (Which, by the way, is why people get so addicted to gambling, because that rare win is so enticing. You wouldn't be as excited about winning a lottery if you won it every day. You would expect it, and you would be less surprised.)
Ok, in the scenario that I have seen unfold in the game, taming wild beasts has some sort of ethical problems for an enlightened species that crashlanded on a world teeming with life (in what looks like the something very similiar to the cambrian explosion here on earth) , many of which cases exhibit high degrees of intelligence. Crashlanding on this planet and letting a reactor explode, essentially has effected and victimized the infantile planet enough, now to go and tame one of the more intelligent species is potentially changing the evolutionary and epigenetic dynamics on the planet as a whole. I just don't see how a science crew could justifiably tame and domesticate life forms on a planet one does not belong on. Killing animals is one thing, thats just nature, if you don't kill to eat, other animals will, so no harm no foul (unless one over fishes, that should be a concept added to the game .. hurts you because you will have no food, hurts the planet because you could hunt creatures into extinction).
My point is, this game should be about minimal interaction, cataloguing, fixing your mess, building cool stuff , survival, and showing the effects you could potentially have on the food chain.
I know they said they were cutting animal reproduction. However I'm assuming they were talking about an advanced implementation of that, but I think they should do a simpler version for that. For example to follow up with the ideas that killing animals effect the environment populations, they could have certain areas around the map spawn eggs in caves or in other specific locations like minerals and have these eggs be part of a species common in that biome. So since creature don't respawn(they don't right?), they could have these eggs spawn and after a few x day/night cycles they would hatch into a full animals(or maybe a mini-version of it, but mainly aesthetically unless they want to go further). Also you can harvest them for food or crafting and it would further delay or permanently impact the species populations for that biome. Or they could just have it done generically if they can't or they find it non-feasible to track all that stuff per biome.
honestly i don't think one person on their lonesome could ever overfish an area, because if they could the planet itself wouldn't be sustaining its own life anyway, (I mean like, it takes two peepers to bring yourself back from the brink of starvation to nearly full) but have you seen a stalker eat? they will hunt every peeper in sight simply because it's there.
Even if we try to go down the route of 'scientists wouldn't want to interfere too much', i think that went out the window the moment the PC was trapped alone on the planet, survival would take precedence over not leaving a footprint.
that being said, wasn't your origional purpose to terraform and prepare the planet for colonisation?
In the end, i think that a happy middle ground can be found in both cases, maybe not taming the creatures, but having them grow accustom to you to the point they are no longer aggressive? that i could see happening, and maybe if you cause the local predator population to swell then maybe you'll see a more permanent change to the overall prey fish population, but again, for one person to be able to change the ecosystem simply by their attempts to survive in it would mean it was an extremely fragile one, and the aurorascrash and subsequent detonation would have already ruined it far before a single human could.
this game should be about minimal interaction, cataloguing, fixing your mess, building cool stuff , survival, and showing the effects you could potentially have on the food chain.
You know the entire reason we came to the planet was to terraform it and make it habitable/comfortable for human life, right?
Am I the only one that didn't skip the intro narration?
this game should be about minimal interaction, cataloguing, fixing your mess, building cool stuff , survival, and showing the effects you could potentially have on the food chain.
You know the entire reason we came to the planet was to terraform it and make it habitable/comfortable for human life, right?
Am I the only one that didn't skip the intro narration?
Animals being made friendly isn't the same thing as making the world habitable. Making the world habitable is getting a good food source, getting good homes and sheltering, and having plenty to drink.
"Building cool stuff" "cataloging" "survival" and "minimal interaction (With predators)" all fall under the list of making the place habitable, especially that survival bit.
this game should be about minimal interaction, cataloguing, fixing your mess, building cool stuff , survival, and showing the effects you could potentially have on the food chain.
You know the entire reason we came to the planet was to terraform it and make it habitable/comfortable for human life, right?
Am I the only one that didn't skip the intro narration?
Animals being made friendly isn't the same thing as making the world habitable. Making the world habitable is getting a good food source, getting good homes and sheltering, and having plenty to drink.
"Building cool stuff" "cataloging" "survival" and "minimal interaction (With predators)" all fall under the list of making the place habitable, especially that survival bit.
And domesticating creatures as companions, or food sources, or beasts of burden, greatly improves survivability.
this game should be about minimal interaction, cataloguing, fixing your mess, building cool stuff , survival, and showing the effects you could potentially have on the food chain.
You know the entire reason we came to the planet was to terraform it and make it habitable/comfortable for human life, right?
Am I the only one that didn't skip the intro narration?
Animals being made friendly isn't the same thing as making the world habitable. Making the world habitable is getting a good food source, getting good homes and sheltering, and having plenty to drink.
"Building cool stuff" "cataloging" "survival" and "minimal interaction (With predators)" all fall under the list of making the place habitable, especially that survival bit.
And domesticating creatures as companions, or food sources, or beasts of burden, greatly improves survivability.
Companions aren't needed for survival. food sources, yes, (Which I said, but clearly you only skimmed what I said), but not companions or beasts of burden. Those are both unneeded. Especially the beasts of burden, since we have such availability already for storing and moving equipment. They improve convenience at best, and surviving is not the same as thriving. if you domesticated biting dangerous animals, again, it would be too easy, and I already went over why they're bad.
And the balancing ideas for how to get around using them can always easily be exploited, and any way to reduce the exploitation in the game would destroy the realism.
Stop trying to add stuff in the game without thinking of the overall enjoyment they would take away. Think about the bad as well, and there is ALWAYS bad with EVERYTHING put in, even using the knife as the most basic tool can have some foreseeable game play downsides. Some things provide more good than bad game play, and those are what we want to add. Not things such as deadly companions that add more bad than good. I have been pointing out down sides myself this entire time, why don't you try and point some out for yourself, some that I haven't said, and prove to me you're REALLY thinking about more than just what YOU want.
04LeonhardtI came here to laugh at youJoin Date: 2015-08-01Member: 206618Members
edited August 2015
I skimmed because it was literally "I am telling you how you are going to play" again.
And oh look, you did it again.
Back on topic, however, I'd like to see a more "Monster Hunter" style way of defending yourself
If you manage to kill a Bone or Sand shark with that piddly little knife, or happen across one that was killed by something else, then you could carve off it's armor, and use it as building materials or tools.
Like if you were to kill a Bone Shark, you could fashion it's plates into a sort of gauntlet or shield (Would go in the hand slot on the equipment screen) that the player would use to block bites from other sharks, by having them bite the arm covered in shark plates, sort of like how police dog trainers have those padded arms and suits. Get a dead Sand Shark and use it's wide, flat plates as extra armor for the Seamoth or Exo-suit. Use Gasopod Blubber to make a padded diving suit to improve the player's defense and provide better insulation against hot and cold temperatures.
I skimmed because it was literally "I am telling you how you are going to play" again.
And oh look, you did it again. And i'm just going to ignore your challenge because I know i'm right. I know how i'm going to play, it's not like you're talking about anyone else besides me. It's all about me, and it doesn't matter if I might be in the minority that enjoys my ideas, because they're mine.
Back on topic, however, I'd like to see a more "Monster Hunter" style way of defending yourself
If you manage to kill a Bone or Sand shark with that piddly little knife, or happen across one that was killed by something else, then you could carve off it's armor, and use it as building materials or tools.
Like if you were to kill a Bone Shark, you could fashion it's plates into a sort of gauntlet or shield (Would go in the hand slot on the equipment screen) that the player would use to block bites from other sharks, by having them bite the arm covered in shark plates, sort of like how police dog trainers have those padded arms and suits. Get a dead Sand Shark and use it's wide, flat plates as extra armor for the Seamoth or Exo-suit. Use Gasopod Blubber to make a padded diving suit to improve the player's defense and provide better insulation against hot and cold temperatures.
I like the blubber idea, it would give them more reasonable purpose, and gives you an excuse to try and put their defenses to the test. I already had gas grenades for their pick-upable defense gas balls, so ill mention that. Problem I see is that there are very few Gasopods in a world generally, and obviously if you kill them, they should only give you a set amount of blubber.
And the plating, I remember saying that cave crawlers would be a good shell armoring for the Seamoth and Cyclops, but thinking back on it, I think your idea is great, just add bone sharks to the more massive Cyclops instead of the Seamoth.
Although, I don't think this should be put in, until you are limited to repairing the Sea moth only when it's docked somewhere. Otherwise any hope that the Sea moth isn't used as a kill all end all submarine is dashed.
I think your idea is great, just add bone sharks to the more massive Cyclops instead of the Seamoth.
I mean... you'd need to kill a lot of them, then. The Cyclops is currently invincible to everything, but I doubt the Seamoth will remain invincible for much longer.
Although, I don't think this should be put in, until you are limited to repairing the Sea moth only when it's docked somewhere.
I think it would be interesting if hull repairs could be done anywhere, simply to prevent it from exploding, but mechanical and electronic repairs would have to be done in a Moon Pool.
So it could lose oxygen, or the engine could spurt and sputter making it go slower, or the headlights could go out.
I don't think harvesting materials from fauna is a bad idea, but I don't think you should have an armor plated suit from the remains of the sharks and what not. It would be cool if you analyzed them in whatever way and were able to amend existing suit schematics with bio-mechanical designs, like chitin infused armor that regenerated hit points in closer proximity to sunlight, or us plating that looks technologically advanced to alter hull designs.
I just see swimming around in animal remains as moving backwards, technologically speaking, same with using spears and things if that nature. Not that using those things aren't valid in a survival scenario ... but in terms of survival capabilities, you are pretty well off with a repulsion gun, stasis gun and the ability to swim faster than most things on the planet. Therefore, the idea of getting some sort of benefit from taking down, or even simply sampling genetic material from a larger creature, could allow you potential benefit for your structures, armor and equipment, is frankly a good one.
I don't think harvesting materials from fauna is a bad idea, but I don't think you should have an armor plated suit from the remains of the sharks and what not. It would be cool if you analyzed them in whatever way and were able to amend existing suit schematics with bio-mechanical designs, like chitin infused armor that regenerated hit points in closer proximity to sunlight, or us plating that looks technologically advanced to alter hull designs.
I just see swimming around in animal remains as moving backwards, technologically speaking, same with using spears and things if that nature. Not that using those things aren't valid in a survival scenario ... but in terms of survival capabilities, you are pretty well off with a repulsion gun, stasis gun and the ability to swim faster than most things on the planet. Therefore, the idea of getting some sort of benefit from taking down, or even simply sampling genetic material from a larger creature, could allow you potential benefit for your structures, armor and equipment, is frankly a good one.
I agree there shouldn't be armored suiting specifically for your character, but I don't think that you shouldn't be able to upgrade the hull of your submarines, and maybe even base camo. This game is sci-fi after all, so obviously technology is your armor.
I think your idea is great, just add bone sharks to the more massive Cyclops instead of the Seamoth.
I mean... you'd need to kill a lot of them, then. The Cyclops is currently invincible to everything, but I doubt the Seamoth will remain invincible for much longer.
Although, I don't think this should be put in, until you are limited to repairing the Sea moth only when it's docked somewhere.
I think it would be interesting if hull repairs could be done anywhere, simply to prevent it from exploding, but mechanical and electronic repairs would have to be done in a Moon Pool.
So it could lose oxygen, or the engine could spurt and sputter making it go slower, or the headlights could go out.
I don't like the idea of the hull of the Sea Moth being repaired anywhere because then it can be used as a permanent ram to kill most monsters in the sea without consequence or threat. Kill bone shark, get out, repair, repeat. I don't like the concept. Going slower would reduce the damage capable from the Sea Moth however, and the oxygen breaching would make it less wanted to ram into enemies.... I think you got something there.
As for the bone sharks over fishing, have you SEEN how many spawn in the glowing mushroom area? They would be fine. the only eco-impact you have should purely be based on your technological advancements and the wastes they may produce. No one man can eat an entire species of predator, nor could one large submarine be thought of as bigger than an entire species numerous of large fish. I'd be more worried about the gasopods. They only come in pods of 3-5 at a time, unlike deep sea bone sharks.
How bout emplementing the eggs as the ability to have one as a pet. I know you can tame a stalker but why not add in say taking a bone shark egg and hatching it in an incubator or something then releasing it to the sea to be your pet. Also add in the ability to capture creatures cause i've been playing the game and thought it would be awesome to have a way to capture a reaper leviathan. And i know theres supposed to be deeper sea levels in the full game, so why not add in larger creatures like a grand reaper leviathan or a grim reaper leviathan and make them as large as the ship was. Maybe add in the ability to customize base color or make it so the repulsion cannon can eventually be turned into a projectile weapon like a type of weapon to fire spikes.
Maybe add in the ability to customize base color or make it so the repulsion cannon can eventually be turned into a projectile weapon like a type of weapon to fire spikes.
You can already freeze the spikes from Spike plants with the Stasis Rifle.
I assume that they'll be used as projectiles eventually.
I don't think harvesting materials from fauna is a bad idea, but I don't think you should have an armor plated suit from the remains of the sharks and what not. ... I just see swimming around in animal remains as moving backwards, technologically speaking, same with using spears and things if that nature.
It's not an armor plated suit I'm suggesting. It's a big lump of Bone Shark Chitin tied to your left forearm for stalkers and other sharks to bite instead of you.
Like a K9 Bite Sleeve
But made of shark armor. You'd then punch em in the nose boop em in the snoot to make em back off.
The only actual suit design would be the Gasopod blubber padded suit for operating in extremely low temperature environments.
Maybe add in the ability to customize base color or make it so the repulsion cannon can eventually be turned into a projectile weapon like a type of weapon to fire spikes.
You can already freeze the spikes from Spike plants with the Stasis Rifle.
I assume that they'll be used as projectiles eventually.
I don't think harvesting materials from fauna is a bad idea, but I don't think you should have an armor plated suit from the remains of the sharks and what not. ... I just see swimming around in animal remains as moving backwards, technologically speaking, same with using spears and things if that nature.
It's not an armor plated suit I'm suggesting. It's a big lump of Bone Shark Chitin tied to your left forearm for stalkers and other sharks to bite instead of you.
Like a K9 Bite Sleeve
But made of shark armor. You'd then punch em in the nose boop em in the snoot to make em back off.
The only actual suit design would be the Gasopod blubber padded suit for operating in extremely low temperature environments.
Maybe add in the ability to customize base color or make it so the repulsion cannon can eventually be turned into a projectile weapon like a type of weapon to fire spikes.
You can already freeze the spikes from Spike plants with the Stasis Rifle.
I assume that they'll be used as projectiles eventually.
I don't think harvesting materials from fauna is a bad idea, but I don't think you should have an armor plated suit from the remains of the sharks and what not. ... I just see swimming around in animal remains as moving backwards, technologically speaking, same with using spears and things if that nature.
It's not an armor plated suit I'm suggesting. It's a big lump of Bone Shark Chitin tied to your left forearm for stalkers and other sharks to bite instead of you.
Like a K9 Bite Sleeve
But made of shark armor. You'd then punch em in the nose boop em in the snoot to make em back off.
The only actual suit design would be the Gasopod blubber padded suit for operating in extremely low temperature environments.
Hey i was wondering if maybe there could be character customization in the game? it would really be cool to be able to make your own character, sorry its just im not really a fan of the character that you start with. no offence.
Comments
Your judging them purely on their glowy bits, aren't you?
1. My first input is that the game needs some things to grind for for the sake of longevity. As I play I am running into the fact that early on I am running out of things to do. Obviously the game is in EARLY alpha so I am sure more great and fun concepts will be updated in the coming months .
2. In reference to number 1, I feel like the wildlife available needs some sort of tagging concept. One thing that I get from this game is that it will eventually be chocked full of wildlife. I know this isn't a marine biology sim, but I think it would be interesting if later in the game one would be able to participate in cataloging and researching the wildlife.
- EX: Components would exist to create a computer and mainframe inside your base, where you can eventually use it as a hub for multiple functions (I.e. controlling flooding and bulkhead water levels, power distribution etc .. ) then what would be needed is enough raw materials to create satellites. (this could be gathered from the existing ship, eventually from rare modifications to the handheld fabricator tool) and after this tier of items is craft-able tags can be made to track larger and smaller animals. When you complete all available research (if that is really a thing) a quest could be done to construct a satellite and launch it into orbit with all your existing knowledge.
- EX: 2 Upon tagging reefbacks (large pelagic animals) one can track movements and passively use them to map the unknown world. learn more about them, ways to hunt them if wanted, or learn how they feed. Eventually moving on to predatory animals. All collected data would unlock some new items, permanent buffs and could potentially be an interesting collection/lore item that players could spend hours doing.
I understand surveying genetic material is already in the works and that already sounds like a fun feature, maybe this could be something to do LATE LATE game.
3. Another idea is to use a organic synthesizer (new tool/ equipment) to do things like synthesize gasopod tails and grow them to constantly farm orbs. find ways to clone teeth for enamel etc.
just to clarify, i dont mean to wwe suplex the little bastard or something, i aint no monster.
Like if you craft a collar or something, you can put it on while you have them semi-tamed. Then they follow you around like a companion, attacking other creatures, and bringing you scrap metal.
You could also use these collars to turn them into sort of mounts, where you grab onto their back and ride them.
This seems to be a thing a lot of people want, and I personally just don't agree.
The thing about an alien sea, and an alien planet, is that there interactions with another being are completely unpredictable, and are as much as an enigma as trying to domesticate them as well. Not to mention it took many years for us back when dogs and cats were first introduced to fully domesticate them, over a course of many generations.
I understand taming one temporarily, as long as you kept it supplied with what it wanted, but a permanent solution just shouldn't be possible. The only way I could see that is if you tampered with one of their eggs, but even then I think those hatchlings only purpose to be a small companion to do nothing more than keep you company.
I'm just really against the idea of taming any of the creatures in this game permanently, unless they were already previously docile.
The thing about that is, back when we were training wolves how to be dogs, we didn't have magic technology that could manufacture things in an instant or scan and document completely alien fish species while they were still in your pocket.
This is the future m8. We've got a much greater understanding of how
Lore/fluff wise all the collar would do is make the Stalker think you're one of it's family, so it follows you around and defends you from monsters.
Come to think of it, this could actually be an interesting mechanic for DNA transfusion. Use DNA/Mind collars/brain chips etc to convince select creatures to not attack you, or follow you around, or to bring you stuff.
Even if it WERE plausible, I REALLY don't think perma-taming would be a good addition to the game.
You think it sounds cool, having the beasts of the sea defending and fighting for and with you, but then the game gets dull, because when you have an army of stalkers, the hell's gonna beat you? Only the boss monsters, and that's it, otherwise, nothing to fear....
And fear, though this isn't a horror game, is a PART of the game.
And sure, you could try to limit how many stalkers are able to follow you, but then that takes the realism out of the game entirely. Any excuse that could be thought up for why you can only have one or two stalkers would feel just that, like an excuse.
This game should keep you on edge whenever you're dealing with predators, no matter the circumstance.
It's a terrible idea that isn't being thought about in the long run whenever it's mentioned, and it's mentioned quite often. I really hope the game devs don't succumb to those requests, otherwise a big part of the games going to be stomped.
In other words, I STRONGLY disagree with that sentiment.
I, however, will continue discussing it with other interested parties, as this is a mechanic that I would like to see implemented.
Feel free, this is a free place, you can do so even here, I just felt like I should voice my opinion on the subject in the hopes it, ya know.... Doesn't....
In this nightmare scenario of "having an army of stalkers and never ever having to do anything ever again"
Where do you get all the materials for the hypothetical army's worth of collars that you would need?
How do you keep your first tamed stalker from attacking another, aggressive stalker you want to tame?
How do you find the fragment that unlocks the blueprint for the collar device?
How do you study the stalkers to even find out how to tame them to begin with?
How do you find the fragment for the transfuser to get their DNA to study?
How do the stalkers magically become invincible to other monster bites?
Or does none of that matter because you just decided that you don't like the idea due to a highly improbable scenario that you yourself made up?
The big fear that a lot of people have is that people will get this one piece of the game, then immediately stop playing for absolutely no reason.
When getting this piece is just one part of the game, that you have to go through a lot of other parts to get to.
It doesn't matter the effort it takes to get there if the end result is the same as what i'm saying. As for taming them and having them attack each other randomly, that seems more like it would a frustrating than anything. Studying them, finding the fragment, the resource cost of the "collars", it doesn't matter, because in the end you know people will pay arm and leg for their easy way out. And trust me when I say, they WILL. YOU will. People in general don't really know what they want, it's why humanity never stops wanting. Unless they fought tooth and nail every step of the way, and STILL have some push afterwards, they WILL get sick of it.
And then they'll get sick of the game without threat, because that's how people work, or they'll get angry that the animal they spent so long on got killed by another animal they spent so long taming, and both would lead to the player quitting the game. Sure, some MIGHT be able to stick around after that, but it would be an uphill battle with the same result.
This line of path leads to frustration and lethargy. It's just best not to travel the "perma tame" path at all.
Even if they do die off as you try and tame them, that just create MORE frustration, because this "collar" would have to be expensive enough you can't make an army, (which wouldn't stop most people anyway), as well as be worth the whole pain in putting it in place in the first place, all without taking away a main aspect of the gameplay, such as the thrill and fear of unpredictable exploration of the sea, and even the challenge.
They'd die, people would stop using them because they want to stop wasting their materials, or they'd thrive, you have an army, and one of the main aspects is the game is rendered pointless, creating a toilet latrine of boredom after so much time has passed.
Don't just assume I haven't thought about this because I strongly disagree with you. Generally people who have a strong opinion one way have thought about it themselves, especially when they're willing to voice it, the only time it isn't that way is when they're letting someone or something else do the thinking for them.
Aquariums, they're A-ok, because they won't make the game change once achieved. Capturing the predators? Sure, you keep them in a location and either kill them for their meat if that ever becomes a thing, or you keep them as a decorative aggressive pet in a container base of some sort. But WORKING with them? Nah.
I could see you working with the NON-predators of the sea, like the oncoming cutefish, or even the common food of peepers and garryfish and so on, in the form of bait, or predator deterrent. But anything that provides legitimate teeth on scales protection? No.
I'm the guy who wants to limit the ability to repair the Seamoth so it's less usable for killing the predators, i'm the guy who wants to make it so the cyclops can be broken apart by boss creatures, i'm the guy who understands that nothing should be too powerful. Don't even get me started on the stasis rifle.
A game requires difficulty, no matter what point you're in. A game requires reasonable danger protocols no matter what you have at your disposal. And a game requires for the players extra hard efforts to not constantly be in vein due to bad A.I. Or stupid ideas for balancing. I wanted to make games myself, but the programming itself became too frustrating on me, and I just didn't have the patience for that hell, but stuff like this, the predicting the masses and the enjoyment, it's my bread and butter.
*IMPORTANT*
The only way I can see taming in this game, is a temporary solution, never, EVER permanent. I do think they should help you out a little more then just picking you metal, such as attacking predators attacking you, but at the same time, they should be willing to bite YOU just as well at any given moment.
If it becomes to predictable, it gets dull. (Which, by the way, is why people get so addicted to gambling, because that rare win is so enticing. You wouldn't be as excited about winning a lottery if you won it every day. You would expect it, and you would be less surprised.)
Anything else you wanted to say?
My point is, this game should be about minimal interaction, cataloguing, fixing your mess, building cool stuff , survival, and showing the effects you could potentially have on the food chain.
Even if we try to go down the route of 'scientists wouldn't want to interfere too much', i think that went out the window the moment the PC was trapped alone on the planet, survival would take precedence over not leaving a footprint.
that being said, wasn't your origional purpose to terraform and prepare the planet for colonisation?
In the end, i think that a happy middle ground can be found in both cases, maybe not taming the creatures, but having them grow accustom to you to the point they are no longer aggressive? that i could see happening, and maybe if you cause the local predator population to swell then maybe you'll see a more permanent change to the overall prey fish population, but again, for one person to be able to change the ecosystem simply by their attempts to survive in it would mean it was an extremely fragile one, and the aurorascrash and subsequent detonation would have already ruined it far before a single human could.
You know the entire reason we came to the planet was to terraform it and make it habitable/comfortable for human life, right?
Am I the only one that didn't skip the intro narration?
Animals being made friendly isn't the same thing as making the world habitable. Making the world habitable is getting a good food source, getting good homes and sheltering, and having plenty to drink.
"Building cool stuff" "cataloging" "survival" and "minimal interaction (With predators)" all fall under the list of making the place habitable, especially that survival bit.
And domesticating creatures as companions, or food sources, or beasts of burden, greatly improves survivability.
Companions aren't needed for survival. food sources, yes, (Which I said, but clearly you only skimmed what I said), but not companions or beasts of burden. Those are both unneeded. Especially the beasts of burden, since we have such availability already for storing and moving equipment. They improve convenience at best, and surviving is not the same as thriving. if you domesticated biting dangerous animals, again, it would be too easy, and I already went over why they're bad.
And the balancing ideas for how to get around using them can always easily be exploited, and any way to reduce the exploitation in the game would destroy the realism.
Stop trying to add stuff in the game without thinking of the overall enjoyment they would take away. Think about the bad as well, and there is ALWAYS bad with EVERYTHING put in, even using the knife as the most basic tool can have some foreseeable game play downsides. Some things provide more good than bad game play, and those are what we want to add. Not things such as deadly companions that add more bad than good. I have been pointing out down sides myself this entire time, why don't you try and point some out for yourself, some that I haven't said, and prove to me you're REALLY thinking about more than just what YOU want.
And oh look, you did it again.
Back on topic, however, I'd like to see a more "Monster Hunter" style way of defending yourself
If you manage to kill a Bone or Sand shark with that piddly little knife, or happen across one that was killed by something else, then you could carve off it's armor, and use it as building materials or tools.
Like if you were to kill a Bone Shark, you could fashion it's plates into a sort of gauntlet or shield (Would go in the hand slot on the equipment screen) that the player would use to block bites from other sharks, by having them bite the arm covered in shark plates, sort of like how police dog trainers have those padded arms and suits. Get a dead Sand Shark and use it's wide, flat plates as extra armor for the Seamoth or Exo-suit. Use Gasopod Blubber to make a padded diving suit to improve the player's defense and provide better insulation against hot and cold temperatures.
I like the blubber idea, it would give them more reasonable purpose, and gives you an excuse to try and put their defenses to the test. I already had gas grenades for their pick-upable defense gas balls, so ill mention that. Problem I see is that there are very few Gasopods in a world generally, and obviously if you kill them, they should only give you a set amount of blubber.
And the plating, I remember saying that cave crawlers would be a good shell armoring for the Seamoth and Cyclops, but thinking back on it, I think your idea is great, just add bone sharks to the more massive Cyclops instead of the Seamoth.
Although, I don't think this should be put in, until you are limited to repairing the Sea moth only when it's docked somewhere. Otherwise any hope that the Sea moth isn't used as a kill all end all submarine is dashed.
Nice ideas there.
I think it would be interesting if hull repairs could be done anywhere, simply to prevent it from exploding, but mechanical and electronic repairs would have to be done in a Moon Pool.
So it could lose oxygen, or the engine could spurt and sputter making it go slower, or the headlights could go out.
I just see swimming around in animal remains as moving backwards, technologically speaking, same with using spears and things if that nature. Not that using those things aren't valid in a survival scenario ... but in terms of survival capabilities, you are pretty well off with a repulsion gun, stasis gun and the ability to swim faster than most things on the planet. Therefore, the idea of getting some sort of benefit from taking down, or even simply sampling genetic material from a larger creature, could allow you potential benefit for your structures, armor and equipment, is frankly a good one.
I agree there shouldn't be armored suiting specifically for your character, but I don't think that you shouldn't be able to upgrade the hull of your submarines, and maybe even base camo. This game is sci-fi after all, so obviously technology is your armor.
I don't like the idea of the hull of the Sea Moth being repaired anywhere because then it can be used as a permanent ram to kill most monsters in the sea without consequence or threat. Kill bone shark, get out, repair, repeat. I don't like the concept. Going slower would reduce the damage capable from the Sea Moth however, and the oxygen breaching would make it less wanted to ram into enemies.... I think you got something there.
As for the bone sharks over fishing, have you SEEN how many spawn in the glowing mushroom area? They would be fine. the only eco-impact you have should purely be based on your technological advancements and the wastes they may produce. No one man can eat an entire species of predator, nor could one large submarine be thought of as bigger than an entire species numerous of large fish. I'd be more worried about the gasopods. They only come in pods of 3-5 at a time, unlike deep sea bone sharks.
Though perhaps once we get some more creatures, it'll seem like there's more.
Animals respawning could be explained by migration or some such.
I assume that they'll be used as projectiles eventually.
It's not an armor plated suit I'm suggesting. It's a big lump of Bone Shark Chitin tied to your left forearm for stalkers and other sharks to bite instead of you.
Like a K9 Bite Sleeve
But made of shark armor. You'd then punch em in the nose boop em in the snoot to make em back off.
The only actual suit design would be the Gasopod blubber padded suit for operating in extremely low temperature environments.
Does the Gassopod suit have good ice resistance?