Combat "improvements"

1hkeM1hkeM Join Date: 2016-01-04 Member: 210908Members
I notice their isn't much of a combat system in game. And that's actually a pretty cool thing to me, being forced to try and survive without being able to fight back with anything but a low damage knife. My only suggestions are having a wide (or wider) range of traps, and that all animals can be used as a food source, bigger animals dropping more than smaller ones, and rare animals dropping very beneficial foods.

• Traps •
There should be two main types of traps: killing traps, and trapping traps. We have a stasis rifle already, so trapping traps aren't going to be as useful. But killing traps will be very useful for luring in monsters and obtaining food, since killing some monsters can be difficult. Traps that kill should be more expensive than those that contain, and shouldn't kill instantly, instead hurting small amounts over time. They should take a few seconds to set up, not being something that happens instantly. Traps can include mines that trap the monster in a stasis bubble that electrocutes them, simple spike traps and more.

• Actual Combat •
Combat just doesn't fit this game, but at the same time it is always a necessity. We need weapons that aren't as much meant for killing, but harming and repelling enemies, like this one: -The Gas Rifle- very similar to the stasis rifle, but with a deadlier approach. It can be made with a stasis rifle and a special "rancid gas" item which picks up off of a monster I will explain later. The Gas Rifle charges and launches a ball of a greenish brown gas, they being larger depending on how long you charge it, even though the maximum is significantly smaller than the Stasis rifle's projectile; as well as the weapons range. The attack does a very small amount of damage per second to whatever it is touching, and monsters will try and avoid it, so this can also be used for guiding monsters. Thus weapons damage is still low, so it would take a while to kill anything with it. It would mainly be effective on monsters that keep repetitively attacking you. -Shock baton- I haven't figured out a crafting recipe, but it should include a knife. It acts like a knife, but does everything s knife does much slower. The only plus is that it does nearly twice the damage of a normal knife and uses a shock similar to the sea moths electrical defense. It is used for making monsters leave you alone because you're tired of their s@&! And they get sad. If you really want to kill something, shoot it with the Gas rifle, then finish it off with the shock baron. Otherwise it will take you quite a long time, as these are last defense types of weapons.

lil' monster
I don't know what to call it, but it's like an airsack, if an airsack was a squid. It shoots out this rancid gas that damages you while it tries to run away. Kill it and take its gas to make yourself a Gas Rifle.

                

Comments

  • TenebrousNovaTenebrousNova England Join Date: 2015-12-23 Member: 210206Members
    The repulsion cannon pretty much fits your criteria for a harming/repelling weapon. Being harassed by bone sharks? Send them flying.
  • terraformer004terraformer004 north america, central standard time Join Date: 2016-01-03 Member: 210832Members
    edited January 2016
    I respectfully disagree. It is unrealistic for the survivor to need to kill a big monster. If I were alone on a planet, It would be unrealistic for me to kill a shark for food. The shark would be way too much food if I can fill up on 3 peepers. It would go rancid before I finish.

    I would only advocate traps if they are for the purpose of studying the animal, or getting a DNA sample (which the stasis rifle already provides)

    supplying the player with strong weapons takes away the tension, fear-factor, and difficulty of the game. this deteriorates the game experience for me.

    P.S. why not say the "lil monster" is just the gasopod...?
  • SporkWitchSporkWitch Rochester, NY, USA Join Date: 2016-01-11 Member: 211254Members
    I actually like the idea of having traps for "crabs" (and make the buggers edible!) and fish, that we could set and use for passive fishing once we've gotten somewhat established in the game. Could make a fishing net, use copper wire and floaters for the top end of it, add rope as a component material from creepvine (instead of using creepvine directly for the dive reel you'd now make rope and the rope is required) and use that for the main netting. Maybe have it take up 5m^3, and any fish that swims through it has, say, a 33% chance of being caught. If that 33% chance results in something with sharp teeth (like stalkers) getting caught, then apply some chance that it rips the net (destroying the net and letting all it caught go free). It could have, say, a 4x4 or 5x5 inventory; access the inventory by clicking the net, pack up the net by clicking one of the buoys (why we used floaters as an ingredient).
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