Rust/Base Decay, Difficulty, and Currents

vitamin_cvitamin_c Join Date: 2016-01-31 Member: 212383Members
Alright, so I don't know if this has been posted before, but the whole process of building bases seems too clean and too easy to me, and I'd like to state a couple of ideas I've been thinking about.

1. I think that some sort of rust/overgrowth/dirt mechanic should be added to the base building system. The way I envision this working is that bases built near the surface (say above 400m) become slowly overgrown with grass, vines or barnacles or something of the sort, as well as rusting from the saltwater, and slowly accumulating dirt, both on the outside of the base, as well as the interior. This could be a slow process, but eventually, the base would require maintenance, be it repair with the welder, or the removal of plant life with a tool like the laser cutter. The dirt could be either an entirely cosmetic effect, requiring minimal effort to maintain the clean, sterile look of the base (but with the player still given the option to allow the base to collect dirt, grime, and rust), or could be incorporated into a gameplay mechanic where filters for base modules such as the water purifier would become clogged after so long and require replacing, and windows becoming coated in a layer of grime, slowly rendering them opaque. Additionally, as the level of rust and dirt increases, hatches and bulkheads could become rusted shut, and require cleaning before they can be opened. I currently just don't love how clean and white the bases are in the game and I think that, in an effort to give bases more character, the appearance of the base ought to degrade over time, though not without the possibility of keeping the structure clean.

2. For bases built deeper in the world (below 400m), the above mechanics could still apply, but other elements could be added to increase difficulty. The time frame for maintenance could be accelerated, requiring the player to shore up the structure more frequently, as well as requiring more reinforcement the deeper the base is built, along with other difficulties such as unstable terrain suddenly shifting and causing the walls of the base to buckle, and without any bulkheads to seal off individual areas, flooding the entire base. The lack of stability could be counteracted with foundations or something similar, but without a proper foundation, this could present a nice level of increased difficulty.

3. Should the player not have too much interest in maintaining their base, a maintenance and cleaning drone system could be implemented, with the player building a base module containing robots similar to those found in the mobile vehicle bay that periodically undock and perform their duties, be it cleaning windows and replacing filters, or repairing rust and damage caused by high pressures deeper below the surface.

4. Finally, undersea currents, if implemented properly, could be a very interesting mechanic in the game. Say for instance, in a biome such as the Sea Treader Path, a very strong current could exist, pushing everything in its path in a certain direction, flowing from one end of the biome to the other. This would cause movement within the current to be very fast in one direction and very slow in the other, and prevent floating objects from remaining in a fixed position. This could also be a part of the base building mechanics, where bases within the current would require stronger foundations in order to prevent damage from the current. Additionally, the current could pick up large objects such as boulders, or even pieces of the Aurora wreckage and periodically carry them down the current, damaging anything they impact, be it the player, the Cyclops, the Seamoth, or a player built structure. This could also be an important use for the exosuit. Say, for instance, the player would like to exit the base and move to another part of the biome, but without the exosuit, this could be very slow going, and it could be very easy for the player to be "blown" off course. However, using the exosuits jumpjets, the effects of the current could be counteracted, allowing the player to stay in one place.

Tl;dr Rust, dirt, plant and plant growth on bases would be cool, introducing new mechanics and giving player built structures more character, deeper bases should be harder to build, robots should be able to maintain bases, and strong currents in certain biomes would be super cool. And if you read all that, thank you. I know it was a lot of text.

Comments

  • NoobathonNoobathon NY Join Date: 2016-01-27 Member: 212159Members
    You have to understand that although this is a survival game, this is not a simulation. You have to have mechanics that are fun and add to the player experience without making too many tedious tasks. Having to farm resources is okay because often the player is working toward a goal, "Just need these mats for my seamoth" etc. Having a tedious task such as cleaning the base that I have to do constantly is not fun and even being being able to build a drone to deal with it discourages the player from staying away from home for too long unless they have these drones, thus just making it a required thing to build so as not to be annoyed. This differs from a food aquarium and water filtration system in that you have alternative methods for staying alive like the thermal blade and collecting airsacks. This gives the players different ways to play the game and feel like they are surviving while moving down the progression path.

    This is similar to people suggesting things such as getting decompression sickness when you go to the surface too fast. At the end of the day this is not a simulation game and mechanics need to make the player feel as if they are surviving and exploring without all the true tedious parts of surviving and exploring. A small minority of players may want to have to go to the bathroom once a day, have their character sleep, and clean dirt off their base but most want to use the hours that they have to game on exploring an amazing underwater world and finding cool new stuff to continue said exploring. The only way I could see your suggestion being implemented is through an optional user made mod after the games release. This kind of thing should however stay out of the base version of the game.
  • TIEbomber1967TIEbomber1967 California Join Date: 2015-09-23 Member: 208109Members
    I'm already doing ALL the cooking, now you want me to clean too?!
    But sarcasm aside, what's the point? Even if rust/weathering is implemented, you simply de-construct the rusted parts, regaining all the components used to build it, and build them again, brand spanking new and shiny.
    Noobathon has a VERY valid point. Why implement something that isn't fun? If you force people to clean their stuff, the coolness factor of the game suddenly drops off, and they'll stop playing. I'm not looking at Subnautica for a house-keeping simulator.
    Also, it the friggin' future! We're traveling across the universe, Mining alien planets, and building structures and vehicles with micro-robots and laser beams. You would think that they've got a handle on rust wouldn't you?
  • RequiemfangRequiemfang Join Date: 2015-02-22 Member: 201492Members
    Another fact here... we're not using steel here which I'm sure you are all aware rusts in salt water without something to coat it. We're using titanium here and by the time titanium starts to rust we'd have died and been buried. Also another fact metal doesn't start to rust unless it's exposed to an oxidizer. So without exposure to oxygen imho AIR as opposed to water metals tend to last a long longer. Takes a good deal of time for metal stuff in water to corrode and break down in water.
  • vitamin_cvitamin_c Join Date: 2016-01-31 Member: 212383Members
    Everyone has made very good points, and you may be right within the scope of what the developers intend for this game. I just hope that mods are easily supported, and that a good modding community grows around this already fantastic game, because I would really like to see a grittier, more difficult, and dirtier side to Subnautica, with an aesthetic similar to that of SOMA. I do still want to know what everyone thinks about the idea of undersea currents, as I don't think anyone has mentioned that yet.
  • RequiemfangRequiemfang Join Date: 2015-02-22 Member: 201492Members
    Yeah I seriously hope they allow modding, although they're going to need some sort of modding API for Subnautica. Though if they allow and support modding it'll really increase the life of the game long after post release. The ability to mod can keep a game aloft a long while and even draw in more customers in the long run. Looking at the elder scroll series and lets not forget the X universe series of space openworld simulator games.
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