My Suggestions: Pneumonia and other realism, life improvements and a more challenging endgame

MerivoMerivo United Kingdom Join Date: 2016-02-01 Member: 212466Members
Temperature based changes:

1a. Pneumonia - your body heat goes up or down according to the temperature of your surroundings. If you get too cold, over time pneumonia sets in, and your health slowly drains. On a side note, this gives you a good reason to make a thermometer and keep tabs on temperature changes.

1b. Portable Heater - A new handheld tool to be added that runs on a battery or power cell and warms you up. Probably runs out of power pretty quick, and is a bulky 2x2 object in inventory.

1c. Base Heater - A placeable heater for bases to keep rooms warm and to help you dry off :D

1d. Seamoth Heater - An upgrade for the seamoth to provide better heating. Without it the seamoth should provide a few degrees more warmth than the environment. Alternatively this could be available by default but activated by pressing R, and uses up more power.

1e. Being near lava should greatly increase temperature. Likewise, deep oceans should be much colder. 0-3 degrees or something.

Note I did do a bit of research on this. If you're asking yourself how come divers don't catch pneumonia, it's because of a number of factors: They stay shallow, they don't dive for long, they get themselves extra-warm before diving, and they wear thick all-body dive suits that try to regulate their temperature (the suit alone is not enough though).

Seamoth changes:


2a. Able to access PDA within seamoth (but not drop things). It's a bit annoying that I have to get out to eat or read the data bank.

2b. Seamoth Arms - It would also be nice if the seamoth had arms that would enable you to pick stuff up without having to jump in and out each time. If it has a storage box upgrade, the arms would place items in there. The arms could in fact become part of the storage upgrade.

2c. Seamoth limited oxygen supply and additional large o2 tank attachments. Each spare tank could weigh it down, slowing it's speed. You may have to get out to exchange the tanks, as you would the power cell.

Base changes:


3a. All construction (including seamoth) degrades over time. Rooms with lower HP values degrade faster. Requires patchwork that uses up titanium etc. Windows and glass tunnels have chance to crack and leak. This would give you a reason to shut those bulk heads you put in your base, and provides something to do and maintain in the endgame.

3b. Random or scripted events that damage the base's hull and glass. Like seismic activity, explosions from the Aurora, or very rarely, predators wandering to the base, drawn by the light or machinery noise (thanks to Shalmendo for the examples). This may force the player to relocate or prioritise seamoth torpedoes and defences to ward them off. I would also like to see abandoned, flooded bases become covered in algae and home to sea-life.

3c. As an extension to 3b, there could be a parasite like locusts that start killing off all the fish in the area, and slowly moves around the map; the area around your base being no exception. Also perhaps a device that acts as a deterrent, fuelled using a rare substance.

3d. Limited oxygen. Bases would require pipes from the surface to pump oxygen in or a water-to-oxygen device to be powered. Doesn't have to be fancy, could just have a global oxygen value per base, but I would suggest that pipes are more effective at draining floods.

3e. Base Console - a placeable device using the habitat tool that enables the use of commands such as "Shutdown" which closes all bulkheads. You would also be able to turn on/off the lights and machinery through this console, such as moonbase recharging, water fabricator etc.

I'm sure some of these are already planned for the future, but anyway, these are my suggestions.
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