Animal Domestication and Husbandry
TheElf
Deep blue Sea Join Date: 2016-05-07 Member: 216483Members
I am absolutely LOVING this title. The first game in a LOOOONG time to capture my imagination like this. Bravo!
One of the things I am wanting to do is work with the sealife. I think a series of tools, tech, habitat add-ons and placeable items would work very well in a Animal Domestication/training/ and husbandry module.
Here is what I am thinking::
1. DNA analyzer seems to be in the works. A tool specifically for drawing DNA from Larger Sealife (Stalkers, Gasopods, and Sandsharks) would be great to pull samples from creatures that have natural defenses or behaviors that I could use. Using the stasis gun to freeze a wild animal long enough to get the DNA would be a fun activity.
Example: Gasopods yellow cloud could be developed into a predator repellant that either attaches to an O2 tank or is worn in place of radiation gloves.
Example: Sand Sharks could be studied and perhaps have a resource they can provide that is blended with other tech or items that can be built. Perhaps their armored shell provides an ingredient for the upcoming exo-suit?
Example: I'd like to analyze the Stalker's DNA, taken ostensibly from a Baby Stalker I've hatched in my aquarium and then analyze it's DNA. Results would unlock a number of "blueprints" for Genetic manipulation for several behaviors and imprinting on me as their master. I can then assign Names and have a series of commands that the Stalkers will follow.
a. "Retrieve" - Specific Items
b. "Hunt" - they go off on their own and collect edible fish
c. "Follow and Protect" - Escort me around my seabase environs and ward off other predators
etc....
2. Lab Habitat Module - A place to do this work would be great. A lab module with items specific to a Science lab, and specimen study would be ideal. Think Aliens and the glass tanks the creatures are kept in. These tanks would specifically monitor the health of specimens, and any predator or larger animal that I might hatch in an aquarium would stay at a smaller more manageable size for a longer time so as to be able to study it and such. It wouldn't grow at an exponential rate like they currently do.
3. Animal training Habitat Module. - Something along the lines of the moonpool, but specific to calling your domesticated animals. Think of two Stalkers surfacing like dolphins and responding to fresh fish you throw them. Then you can use a new Tool "Call it a DNA Programmer" which is a derivative of the Scanner. You select a researched behavior or command (Hunt, Retrieve, Follow etc.) and you send the blueprint inot the 2 animals. They are now trained and can be given the commands.
4. Naming - In the hatching and domesticating process assigning names would be fantastic.
5. Crazy proofing - So as to set a soft limit on how many animals you can keep, care and feeding would be up to the player. Extra fish/food and the labor of providing it to the animals would limit the total number of animals a player could support with his own resources.
I could go on and on....
thanks again for creating an amazing game!
One of the things I am wanting to do is work with the sealife. I think a series of tools, tech, habitat add-ons and placeable items would work very well in a Animal Domestication/training/ and husbandry module.
Here is what I am thinking::
1. DNA analyzer seems to be in the works. A tool specifically for drawing DNA from Larger Sealife (Stalkers, Gasopods, and Sandsharks) would be great to pull samples from creatures that have natural defenses or behaviors that I could use. Using the stasis gun to freeze a wild animal long enough to get the DNA would be a fun activity.
Example: Gasopods yellow cloud could be developed into a predator repellant that either attaches to an O2 tank or is worn in place of radiation gloves.
Example: Sand Sharks could be studied and perhaps have a resource they can provide that is blended with other tech or items that can be built. Perhaps their armored shell provides an ingredient for the upcoming exo-suit?
Example: I'd like to analyze the Stalker's DNA, taken ostensibly from a Baby Stalker I've hatched in my aquarium and then analyze it's DNA. Results would unlock a number of "blueprints" for Genetic manipulation for several behaviors and imprinting on me as their master. I can then assign Names and have a series of commands that the Stalkers will follow.
a. "Retrieve" - Specific Items
b. "Hunt" - they go off on their own and collect edible fish
c. "Follow and Protect" - Escort me around my seabase environs and ward off other predators
etc....
2. Lab Habitat Module - A place to do this work would be great. A lab module with items specific to a Science lab, and specimen study would be ideal. Think Aliens and the glass tanks the creatures are kept in. These tanks would specifically monitor the health of specimens, and any predator or larger animal that I might hatch in an aquarium would stay at a smaller more manageable size for a longer time so as to be able to study it and such. It wouldn't grow at an exponential rate like they currently do.
3. Animal training Habitat Module. - Something along the lines of the moonpool, but specific to calling your domesticated animals. Think of two Stalkers surfacing like dolphins and responding to fresh fish you throw them. Then you can use a new Tool "Call it a DNA Programmer" which is a derivative of the Scanner. You select a researched behavior or command (Hunt, Retrieve, Follow etc.) and you send the blueprint inot the 2 animals. They are now trained and can be given the commands.
4. Naming - In the hatching and domesticating process assigning names would be fantastic.
5. Crazy proofing - So as to set a soft limit on how many animals you can keep, care and feeding would be up to the player. Extra fish/food and the labor of providing it to the animals would limit the total number of animals a player could support with his own resources.
I could go on and on....
thanks again for creating an amazing game!
Comments
1. If you swim, they'll swim beside you.
2. if you pick up a piece of metal salvage, or other item, they'll gradually start doing that, too.
3. If you scan a fragment, one of your pets might go 'hunting' for more; then come find you and lead you to them.
4. If you strike other fish with your knife, your pets will over time learn what you're doing; they saw you attack that Sand Shark to repel it several days ago, now your pets will defend you from them if they get too close.
5. Pet toys?
I wanna train a shocker! His name shall be Electric Fence ("Fen" for short)
Training a Shocker might be dangerous! ; )
TL;DR = a shocker tank as a power plant!
I think anything would be great. Perhaps a requirement for a computer chip to upgrade the scanner?
That would be nice I guess.
I have a similar problem, but my Stalker is full grown and I also have a baby Bone Shark. Now apparently I can go in and grab them and put them in my pocket...the problem comes when I release them! Lookout!
I would really like to pull this little guy out and start training him to follow me around and help protect and sniff out items! I need Quartz for my underwater Solarium!
I like your ideas! I think it would be cool to have a dolphin-type animal. Right now the closest we have is the ole Stalker...
But an intelligent species like a Dolphin that isn't a threat and forms a kind of bond with the player would be pretty cool.
cool idea!
Hmmm, What about if you have an aquarium with a shocker in it it adds 25 energy to your base like a solar panel?
Wow! Thanks Duck! Lets hope the devs are reading this post : )
Thanks for the vote of awesomeness! Any word if something like this is being considered? I've been away from the forums for a few months...
1. A basic vehicle: a water-skimming pontoon made up of a Mobile Vehicle Bay tethered behind 2 Stalkers
2. Then an upgrade: an underwater chariot made from an Observatory tethered behind 4 Sandsharks
3. Next up would be: a completely mobile base with 4 Multipurpose Rooms built onto a Reefback
4. How can you go bigger? How about: An Exosuit riding a Cyclops tied onto a Reaper's back???
Okay so my ideas are way out there, but it would be nice if we could "Aquaman" it up and use some of the larger creatures for mobility, even if it's for early game or convenience. Or if we could at least tame them so they dont attack us on sight and instead defend us from other creatures (like from a sudden Reaper or Warper appearance).
Bases/Flora/Fauna:
1 - [Teleportation gate built at bases, usable with cyclops]
I believe you are going to add teleporters into the game to enable easier navigation of the map between bases? If so, please do not add it as an internal module for the bases. Instead, implement it as an external structure or even unique room, that must be close to at least a power source (even a single multi purpose room with nuclear reactor). Have it only teleport the cyclops when the cyclops is driven through what I would imagine would resemble something off stargate (see image). If you allow teleportation between bases from inside the bases, I feel as though this will greatly reduce the usefulness of the cyclops as the mobile base. However being able to use your first base to construct materials for your second one, and then enabling teleportation between the 2 would likely reduce the hurdle of achieving multiple bases. Even if the bases beyond the first are just there to be small power stations for gateways enabling the cyclops to warp.
2 - [biomes effecting plant growth]
3 - [external cage structure that allows release of alien containment creatures hatched from eggs without them swimming away]
4 - [animals that can hatch from eggs provide different benefits from being in different biomes]
Regarding the individual abilities of each hatchable creature I honestly have not thought much further than the sea treader and reaper leviathan, I would love to see what other players / the developers could come up with. I think a system like this would encourage players to get an almost jurrasic park like set up across multiple bases with unique and important functionality at every single one of them, in this way it would be unlikely an old base would loose its usefulness and be abandoned.
Revisions upon community feedback:
Thanks to feedback from iRhuel on the subreddit, crash09, and MyAliasWasTaken I think it would be worth finding some way to integrate the teleportation / quick travel system into the cyclops docking system that is already being suggested as a possible feature.
iRhuel said "I believe an easier and more sensible implementation would be to use the cyclops base docks (after they're implemented). Allow the cyclops to "fast travel" between docks, and implement a nav beacon upgrade at each dock or nav system module on the cyclops to act as the gameplay gate."
crash09 said "I agree the bases should have a certain level of power accessible in order to use it (say, 250-500 power per teleport). It makes improved power sources that much more worthwhile."
MyAliasWasTaken said "I think that growing plants in their home biome would just get annoying, especially if only the cyclops could go through teleporters. Speaking of teleporters, they could potentially be rebalanced by having them work only in certain areas so you still need the cyclops occasionally."
I think by having the teleporter integrated into the docking system you would prevent that problem of annoyance and convolution that would come from having to swim between base and cyclops to move items between bases. This way the cyclops would be more like an extension of any base it is docked on. Also by having it still use teleportation, the power required would still come from the base, which would encourage the construction of more robust power supplies as crash09 said and by extension restrict the areas they can work in as MyAliasWasTaken said. All of this together would allow the cyclops to still be useful and worth building after teleporter tech is acquired, and still encourage construction of bases with enough power supply to operate the teleporter, as well as grown plants or keep animals at.