Idea for "Research" and Progression.

MistressAthenaMistressAthena USA Join Date: 2016-01-30 Member: 212328Members
The ability to speed boost through everything in the game to me seems very quick. This may have been done simply due to the fact that the life and materials around you don't re spawn, and so the game does need to be quickend a bit. But with the upcoming farming and such, I think it would be a good time to look at progression.

One big thing about this game is that there is no incentive ever to use other forms of power generation, or build bases in other biomes. Slam on 5-6 solar panels and you're good to go, forever. Scan a few of the seemingly endless bits laying around you just unlocked everything in the game, easy peezy.

I saw a system and idea setup for "Tier" systems research, and while I liked this idea I'm hoping it can be expanded on.


Scanning the Artifacts.

Scanning the Artifacts would work like they do now, except you'd only get a "part" of that schematic. "But wait, how is that different than what they have now?" Well things are made up of several parts, and several schematics. For instance, if you want the Seamoth, scanning 6-8 Seamoth fragments, would net you a "Seamoth" Schematic. However... THere are still parts to "Research".

Now you have to go back to your base, install a "Research Computer" and plug the Schematic into it. The schematic will say "Engine Research, Cockpit Research, Module Enhancers, Safety Research", etc.

This Computer then researches these things over time, drawing on power. There would be 3 main "sizes" as well to them, and 3 components you'll need.

Size 1: "Research Terminal". Required to be able to research small schematics, such as the stasis rifle, modification table, etc. This can be sustained power wise with the Bioreactor, but solar panels will suffer greatly unless you use a very large amount of them, due to the power draw.

Size 2: Is an addition to the Research Terminal, and must be built and connected to it. "Engineering Station": Required to build mid tier schematics such as the Seamoth. Draws additional power, and requires a thermal generator to draw enough power with both of these combined.

Size 3: Advanced Processing Unit: Added to the other 2 to create 2 large half room sized Engineering, processing computer to analyze, and deal with the biggest and most advanced schematics, and allowing for several more schematics to be researched at once. This would require a Nuclear power plant to function due to the extreme energy requirements to continue running.


This setup creates a reason for players to build additional bases. At first being in the shallows is ok, but after awhile you need to move on, and find mid depth areas with thermal vents to continue building what you want, finally requiring extreme depth with nuclear power plants to build and research the biggest things.

Additionally it would make sense (maybe?) to make players required to build Nuclear power plants deep under water under a certain depth where its the absolute coldest to deal with the extreme heat the nuclear power plant generates, etc.

Additionally if you make other things require power as well, a constant drain just due to the basic lighting in a base. The underwater planters in the concept art requiring power as well, and multitude of other things currently in the game not requiring power when they should, would result in multiple bases at multiple depths to be built for various reasons.

Requiring certain plants to be build at certain depths as well due to sunline, like the membranes deep in the ocean, those requiring minimal light. If you try to grow it up closer to the surface they'll die, resulting in the player having to build a deep underwater farm to allow them to thrive, of course with the lights off in the base as well.
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