habitat ideas: algae tubes and radio tower.

warbrand2warbrand2 Join Date: 2010-12-13 Member: 75657Members
Just two ideas, one for mid game, one for after the main story is complete.


ALGAE TUBES
info: https://en.wikipedia.org/wiki/Algae_fuel
looks: https://upload.wikimedia.org/wikipedia/commons/b/ba/Photobioreactor_PBR_4000_G_IGV_Biotech.jpg

function: algae tubes would be a small wall mount item which can go in even the smallest of habitats, this item has two functions its primary is to slowly build biofuel which when combine with a bio reactor can keep a base running even at the deepest of depths, and the second ability is creating oxygen this allows a base to refill O2 even when the power is out not only that but the exterior of the wall mount will have 2 pipe starting points.


BIOFUEL BASICS
creates bio fuel at a 2 items per day rate regardless of base power, though does take 1 day before production starts (algae must grow). two algae tubes is enough to keep a moderate sized base powered when combined with a bio reactor.

Biofuel batteries
info: drain slower then standard batteries but require 2 bio fuel per one battery. they work better in things like your flashlight or seaglide but its better to keep standard in other tools. they have a bio recharger variant for the larger ones that will slowly charge as long as they are not active (in a vehicle)




LONG DISTANCE COMMUNICATION ARRAY (radio tower)
info: a large radio tower that must be built on land.
looks: https://i.ytimg.com/vi/a_SAtieS-58/maxresdefault.jpg

function: a late game construction designed for after the main story is complete. this item allows direct communication with outside forces. though it can be found and created before then only to have something jamming communications outside the solar system you are in. this item has one purpose call for escape or call for colonization.

the choice is yours end the game and flee, or call for others to come and set up a home. if flee ends the game 3 days later with a rescue craft actually picking you up. if colonize game does not end and in fact 2 weeks later a few pods are launched at the planet that hold LIVING HUMANS which you must either guide to habitats which have beds, water, and food. or point to the islands to set up their own habitats.


the late game bit would be similar to current with exploration being a big deal but the objective will change from just being the lone survivor on a hostile world, to the one veteran survivor guiding colonists in their new home.

ideas for late game events

1. built habitats in zones, some groups will want to try and live in specific areas by default most want the safer areas and a large habitat in the kelp forest areas will do. but a group of scientists may land and ask you to build an empty base in the area with the crab snakes, with at minimum 2 multipurpose room one of which is stacked. to which they will set up the interior.

2. save survivors, on ocasion survivors may land in a hostile area or be attacked by a reaper. you must save them either with beacons, stasis rifles or just driving your cyclops up to their location and letting them board.


I have other ideas, but think this may be to much for this one as it is unlikely to ever happen.

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