Habitat 2.0, Part 2 (large, multi-function room)

FrraksurredFrraksurred USA Join Date: 2015-04-04 Member: 202960Members
Some time back I, and several others, had some introductory ideas to expand the Habitat modules, and add meaningful gameplay functionality to them. Some of those things, like the Scanner, have already been added to the game. Others, like the 3D map, are on the way. Today I'd like to suggest a new type of buildable room, that would serve as a vessel to implement some of those ideas. These rooms would offer a center module and several peripheral wall modules, each with its own intractable functions. Allow me to explain...

The rooms I'm proposing would be larger than any we've gotten so far; one round, one rectangle. Large enough to have room for a main centerpiece and 4-6 peripheral stations, windows or junctions... plus space to walk without being cramped. They would be customizable similar to the way the Moonpool can have a console integrated into a wall or a window placed in it. Different modules could be discovered and built to fill the center, and all or none of the wall sections. They can follow a theme or be mixed and matched to tailor to your wishes. Centerpieces would have a main theme; for instance a large medical table or a workbench, a 3D holographic map or security station. Perhaps you'd like a Food Processing Kitchenette with live storage area for fish How about a Bar, Personal Computer or a gigantic Captain's Bed with plush velvet Stalker leather sheets. All of these ideas could be built into centerpieces or wall units, along with all the more mundane items like counter tops, storage units, benches, desks, stripper poles... (I jest, but imagine I've regained your attention). Now to clarify, these rooms would be aimed at mid to late game, not right out of the lifepod. They should be at the top of the Blueprint tier, fully realized versions of simpler counterparts found earlier in the game, or rewards found along the way of Story missions. They would have high resource demands and be designed for a "Main Base" facility, not every little outpost.

Let me lay it out a bit more organized. I see the game as having four divisions of Blueprints: Communications; Engineering; R&D and Living Quarters (see my story mechanics thread for details). Within each of these Divisions are subsets with tiers of Blueprints. For example:


The Four Pillar of Tech

Communications
  1. Security - This module would be designed to monitor Outposts, Subs and Cameras we can place to watch over crops, or attach to spotlights to keep tabs on dangerous wildlife, etc. It could come as a basic wall module that just monitors local cameras for a Control Center or Personal Quarters, or a larger center module that has full functionality.

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  2. Broadcasting - This module would include a transmitter and antenna for local passing of info as a wall module, and be capable or broadcasting via Satellite with the center module.
  3. Command Center - A central module only (no wall version) that would provide multiple functions; such as a full 3D holographic map (that is filled in by all our sonar mapping), a place to manage beacons, make notations on the map, interact with the Base's AI and likely a host of other things I'm not thinking of. Wall modules would be pointless in my opinion.

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  4. Mainframe - This module would collect and manage data for everything attached to it, and provide that data any other module that needed it. In other words, all scanners (including from docked subs), analyzers, workbenches, storage banks, etc would contribute, and benefit. A wall module would gather data from all modules in the room it is placed in. A center module would collect data from every wall module in all rooms connected to the same structure. Eventually it is where an AI can be be transferred from the Aurora to manage data and give us input/suggestions. Similar to what @Dracon1023 suggested here.

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Engineering
  1. Storage - More useful then you think. A wall module would provide a bank of storage, comparable in size to 4 wall mount lockers, but be sleeker and provide feedback of its contents to the Mainframe for use at the various Crafting stations. A center module would act more like a Warehouse and be comparable in storage to 8 full size lockers, it would connect to the Mainframe in the same way, using a Crafting Resource Management System similar to what @Lyeaux suggested here.
  2. Tech & Vehicle Crafting - This module picks up where the Fabricators leave off. A wall module would be comparable to the existing workbench. However a center module would have a collapsible workbench and robotic arms similar to the Moonpool, but industrial looking and aimed at creation, not object placement. This would allow it to build whatever larger items that seem appropriate (generators for instance). Vehicles could now also be crafted and upgraded in their respective docks. Expanding the current add-on system to include things like mechanical arms for the Seamoth, so we don't have to jump out for every little thing!
  3. Too many other things to list frankly - Mining, Terraforming, Drones, etc.

R&D


  1. Farming - We can find and grow things without any analysis, but if a plant is analyzed, its potential uses could be added to the database. This could tell us how and what can be cooked in the Mess Hall, what can be used for medicinal purposes (beyond the scanner, since it's connected to the Mainframe, medkit blueprints could be updated with improved properties). In addition we could optimize harvests and log Biomes where each plant naturally grows.
  2. Ethology (Animal capture and study) - We already have Aquariums designed for aesthetics, but Lab oriented versions could add functionality. This module could be used to observe and study a specific fish or species over time. Wall modules would be for small fish and a center module for medium fish. Their study could, again, benefit the Mess Hall with what and how to cook analyzed fish, provide anti-venom or similar to the Medbay to improve medkits, suggest fertilizers for Farming, etc. Studying larger fish would lead to things like enameled glass from the Stalkers teeth, more efficient power usage from Shockers, etc. It would even be cool to have an outdoor contaiment "preserve" for Emperors and huge fish, lol. But that's a separate topic.
  3. Medbay - These modules are pretty straight forward. A center module would be a medical bed equipped with scanners and precision robotics. It could scan you for fractures after your tangle with that sand shark, potential poisoning from stinging plants and animals, adverse reactions to foods you shouldn't have eaten without analyzing them first, etc. Wall modules could augment medkits with anti-venom, motion sickness treatment, stems, etc. much like the current workbench augments oxygen tanks and what not. There could be a decontamination shower if you managed to get bathed in radiation or some other toxin.

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  4. Lab - This would be a general module that would pick up everything the other modules don't cover. Fragment, metal and mineral analysis that enables crafting stronger items, or same items with fewer resources. Not to mention any potential alien tech we might eventually find. All the data learned from any of the lab modules could be added to the Mainframe to contribute to any other linked systems. It could also uncover story elements that lead to new missions or side missions.

Living Quarters

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(Shepard would be proud)
  1. Mess Hall - start with the fabricator designed for processing food, work up to a room with Food Processing Console and live storage
  2. Bunks / Captain's Quarters - start with a bed and various bedroom accessories like lamp, desk, futuristic version of a closet... and work up to several luxurious Captain's Quarters style modules like a large bed, sound system, personal aquarium, wet bar, desk and PC where you can view everything, Sand Shark mounted on the wall, lol. You get the idea.

Okay, this has been a long post. Too long I'll admit. Tell me what you think of these ideas and how you think we could improve them, or streamline them into a practical set of useful modules that actually add to gameplay.
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