Revamp the structural integrity system

Yama1291Yama1291 Switzerland Join Date: 2015-04-19 Member: 203630Members
Hey guys,

I have my problems with the SI system that's currently in the game. Specifically that it's to easy to get around.
Ask yourself. When was the last time you had a hull breach in your sea-base? Sure, the very first time you build a base and don't pay attention to it, you're going to have a leak or two - but once you know about the mechanic you will never encounter this again which is a shame.

I want a reason to build hatches other than them magically increasing the SI of my base. At the moment, unless you do it deliberately, those are never going to see the flooding they are supposed to contain. Add crazy currents, earth quakes or falling debris to break stuff in a base every now and then. Make flooding short out equipment and kill plants etc.

This might even be on the timeline somewhere already. Just figured I'd write it down before I get distracted by something shiny.

Cheers!
Yama

Comments

  • ITOSITOS Join Date: 2016-07-09 Member: 219908Members
    Just today I trouble with a herd of Gasopods that kept bumping into my base, causing leaks. I had to get a Repulsion canon to push them away.
  • CrawmakCrawmak USA Join Date: 2016-07-07 Member: 219814Members
    edited July 2016
    I agree that the SI system is easy to get around, but I don't exactly agree with your methods of fixing it. Adding random events to just suddenly break your crap isn't really difficulty, it's artificial difficulty. A nuisance.
    One could simply make lithium harder to come across, or make a hull reinforcement cost more. A player shouldn't be forced to fix leaks they had no way of preventing at any given moment, but I can see making it more difficult to avoid such things.
  • Yama1291Yama1291 Switzerland Join Date: 2015-04-19 Member: 203630Members
    Crawmak wrote: »
    I agree that the SI system is easy to get around, but I don't exactly agree with your methods of fixing it. Adding random events to just suddenly break your crap isn't really difficulty, it's artificial difficulty. A nuisance.
    One could simply make lithium harder to come across, or make a hull reinforcement cost more. A player shouldn't be forced to fix leaks they had no way of preventing at any given moment, but I can see making it more difficult to avoid such things.

    I'm willing to look for other solutions. Don't get me wrong, but as long as the only way for the hull to breach is being lazy during construction then it kind of defeats the purpose.

    Unless all the current system is supposed to do is slow down the building process in very deep areas. Because tha's all it really does. Really a shame in my opinion because protecting your base from collapsing sounds like a solid gameplay element to me.
  • dealwithitdogdealwithitdog Texas Join Date: 2016-06-09 Member: 218343Members
    For the record, there is already quite a few things that can cause leaks that can be sometimes quite annoying. Tiger Plants, Crashes, Gasopods, swinging your knife inside, hitting your base with your cyclops/seamoth, among other things. Besides, the system already keeps base building in check, in my opinion, a reasonable amount.
  • SaladExistsSaladExists Canada Join Date: 2016-07-06 Member: 219747Members
  • AwakenedVoidAwakenedVoid Pennsylvania Join Date: 2016-07-10 Member: 220009Members
    I do agree with you that protecting you base from hull breachs needs to more diffucult. Because in my current playthrough there is no threat to my base at all and i don't have to worry about crashes or anything because you can easily get rid of crashes with the propulsion cannon and then destroy the crash plant with your knife, and my base is right on the border of the safeshallows and grassy plateaus and iv never had and single hostile creature wonder nearby it.

    So right now im just waiting for the "creatures attack your base" update and hope that it makes keeping a safe and stable base more challenging.
  • ThePassionateGamerThePassionateGamer Germany Join Date: 2016-06-07 Member: 218219Members
    edited July 2016
    Like @AwakenedVoid said, UWE plans to make the creatures out there attack your base(s). I think that there was something on the Trello cards that showed defensive base structures and creature behavior adjustments. So we will have a greater challenge in keeping our bases intact in the near future.

    Maybe if you manage to build enough defenses you can avoid creature damage totally. But I think it is a nice step up from what we have right now.

    I would not like to see random events that damage your base no matter what you do. Careful planing and construction of your base should make it safe imo.
  • Tyr07Tyr07 Join Date: 2012-11-25 Member: 173208Members
    I put a detailed idea for SI related changes under here.
    I have my problems with the SI system that's currently in the game. Specifically that it's to easy to get around.
    I completely agree, I never breach unless it's intentional and I think it's such a cool mechanic. If you'd have a read and add any thoughts on my SI changes it would be greatly appreciated. I delt directly with survival on it's own, not so much events causing attacks or rocks falling which are great ideas too.
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