Ideas for custom difficulity

DRB25DRB25 Join Date: 2017-03-07 Member: 228699Members
So many times it has come up in forum discussion, that the game is too easy or, too hard etc. So regarding that, why not make difficulity customisable? It only adds to the replayability value, and you could play both vanilla and hardcore, everyone can play the way they want.I personally think a little more difficulity wouldn't hurt, so (perhaps only as options) these would benefit the gameplay:

1, More creature aggro/damage
The smaller predators are too boring. They are super easy to dodge even if you play half attention to them and even if they bite you, then what? 30% damage? Then can't really be called a threat. Reapers with their reduced aggro range now are super easy to avoid, they are so much less fun. I know however that not everyone's gonna be a fan of this, so i think should exist only as an option.

2, Open wounds
With medpack dispensers being easily buildable, below leviathans very few things are actually threatening in terms of health. So here's the idea: Below a certain health level (lets say 75%) you gain an open wound. You move slower, and due to blood loss your food and water level is dropping faster. Applying a medkit closes the wound, but doesn't restore health instantly, instead you are regenerating slowly. And with low health your walking and swimming spead should be reduced.

3, Slower plant growth/Slower water filtration
Plants are OP. Only two interior growthbeds and you wont ever need any other source of food or water again. And since you can place them in the cyclops, it just becomes and unlimited supply wherever you go. I dont think anything needs to be removed, just make plants grow slower, you should still be able to put some in your cyclops, but more as a backup, not a sole source. For those say this would ruin farming, no, just build more farming rooms in your bases. Water filtration is a smaller issue as the tech is harder to get, but once you have it it is a little too easy to have an abundance of water, and it becomes uninteresting.

4, Cyclops faster power drain
The Cyclops power effiency upgrade is very easy to get, and once you have it you can pretty much go anywhere and expolre anything and you only use about 60% of your power if its a pretty long trip. And thats with standard power cells, not with the ion ones. So first off, make the cyclops power effiency upgrade a scannable fragment, and place it in the late game biomes. Default power consumption should also be increased sliglty. Power cells shoud take up more space, so you cant just carry a 100 with you. What's the point? Well its to make bases have more importance, since for longer trips you would need them for resupply.

5, Base/Vehicle air supply
This is probably a more long term idea. So right now its simple you got power you got air. But it could be interesting to introduce air supply as a factor. I don't think it needs to be super realistic, just that the seamoth the prawn and the cyclops should carry a set amount of oxigen, which gets consumed over time. You can refill by simply going to the surface, docking with a source, or with some kind of oxigen tank. Bases should have a device, which extracts oxygen from water and stores it in tanks besides what is used for the base, or if they are near the surface they could get it from there with pipes or something. Right now only pressure matters in terms of depth, but this could add a lot more fun to it. Oh and hull breaches should leak air.

Comments

  • GuronGuron Russia Join Date: 2017-02-01 Member: 227495Members
    I completely agree with you. Add some more settings to your list, it would be nice. Each player can adjust the game for himself.
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    The Cyclops is large enough to generate its own air, probably, but that should come at a power penalty, realistically, so if you're on board, power should drain (probably slowly) to generate your air, and you should be able to shut O2 on / off, and have the O2 generator damaged by fire until repaired.
  • DRB25DRB25 Join Date: 2017-03-07 Member: 228699Members
    0x6A7232 wrote: »
    The Cyclops is large enough to generate its own air, probably, but that should come at a power penalty, realistically, so if you're on board, power should drain (probably slowly) to generate your air, and you should be able to shut O2 on / off, and have the O2 generator damaged by fire until repaired.

    Well, i think the Cyclops should have large O2 tanks, but it shouldn't generate air, because if it does, the whole air supply thing becomes pointless once you have a Cyclops. It wouldn't be to bad at the surfaces biomes, because you just go to the surface and refill, but an expedition into deep grand reef, lost river or the lava zone would have to be more planned out, with possible resource bases.
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    DRB25 wrote: »
    0x6A7232 wrote: »
    The Cyclops is large enough to generate its own air, probably, but that should come at a power penalty, realistically, so if you're on board, power should drain (probably slowly) to generate your air, and you should be able to shut O2 on / off, and have the O2 generator damaged by fire until repaired.

    Well, i think the Cyclops should have large O2 tanks, but it shouldn't generate air, because if it does, the whole air supply thing becomes pointless once you have a Cyclops. It wouldn't be to bad at the surfaces biomes, because you just go to the surface and refill, but an expedition into deep grand reef, lost river or the lava zone would have to be more planned out, with possible resource bases.

    I was saying that cause real subs do generate their own air. Granted, they're nuclear powered, but that's why I said it should have a power penalty, even if it's a slight one, when you're on board and it's producing O2.
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