Past survival game ideas - possible spoilers
iffer
Join Date: 2005-03-12 Member: 45041Members, Constellation
Ok so we've survived, have bases scattered around the map, know a bit about farming fish... Where/how does the story(game go) type suggestions...
Thinking about resource farming - we know about breeding fish in the large aquarium. I discovered this extends beyond pickable fish
So, if we were to say the breakable lodes and crystals were actually fish/monster poos then we have the idea of a fully farmable resource tree
eg stalkers take fish + creep seeds + salts and make titanium, copper, silver (ratios controlled by depth of pen - maybe boost production feeding them metal scraps)
Bladder fish make quartz and salts
Spadefish need salt + table coral + acid shrooms to make lead
Or whatever makes a good balance/fun combinations.
Then we could setup farms for materials, but that's a lot of work. Maybe we can rescue colonists and set them to mind the fish - but we have to build bunk houses, food supplies, more power, allocate them between bases, assign tasks eg resource farming vs transport? Might need more moonpools and seamoth type carriers - maybe you need to train them to specialise. I'm thinking a bit like Evil Genius mid game play now. Staffed control rooms. Productivity bonus if we help (boss in the room)
If there is a research tree - would be cool if it headed more into organic engineering so the buildings (colonists) start taking on alien growths (maybe build on NS2 infestation) as they get more advanced.
Just a thought - Loving it!
Thinking about resource farming - we know about breeding fish in the large aquarium. I discovered this extends beyond pickable fish
So, if we were to say the breakable lodes and crystals were actually fish/monster poos then we have the idea of a fully farmable resource tree
eg stalkers take fish + creep seeds + salts and make titanium, copper, silver (ratios controlled by depth of pen - maybe boost production feeding them metal scraps)
Bladder fish make quartz and salts
Spadefish need salt + table coral + acid shrooms to make lead
Or whatever makes a good balance/fun combinations.
Then we could setup farms for materials, but that's a lot of work. Maybe we can rescue colonists and set them to mind the fish - but we have to build bunk houses, food supplies, more power, allocate them between bases, assign tasks eg resource farming vs transport? Might need more moonpools and seamoth type carriers - maybe you need to train them to specialise. I'm thinking a bit like Evil Genius mid game play now. Staffed control rooms. Productivity bonus if we help (boss in the room)
If there is a research tree - would be cool if it headed more into organic engineering so the buildings (colonists) start taking on alien growths (maybe build on NS2 infestation) as they get more advanced.
Just a thought - Loving it!