Redesigning resource gathering

FlappybatFlappybat Join Date: 2012-11-01 Member: 165519Members
edited May 2016 in Ideas and Suggestions
At the moment most resource gathering involves travelling to an appropriate biome and hitting a resource. Whilst this works well for plants it feels a odd getting metals and materials out of sand clumps and the logic behind how little resources you need to make large structures.

What I'd propose is moving metals and gems to a survey and gathering tool mining gameplay with a base building industrial layer to progress to. You'd use a scanner to find a resource vein in rocky terrain (wouldn't be visible without scanners, think a visual effect similar to the sonar) or other resource and initially gather with a hand tool, later you would progress to placeable structures which would mine for you and leave their resources in a hopper. Gems would be located in deposits like the current sand clumps but have unique visuals and be located in more specific locations making them more exploration and less trial and error.

This could lead into more industry, setting up little mining outposts that you'd have to look after, transporting your titanium back with a seamoth to build your base/Cyclops. It could also tie into the mapping room, letting you plot out where to dig next.

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