Olive's Suggestion Thread
oliverrook
Join Date: 2018-02-20 Member: 237999Members
So, I am creating this as its own thread due to the sheer number of ideas I constantly have for this game, as well as posting links to some of my favorite suggestions to bring them to people's attention. All ideas that are not links I came up with myself (though that's not saying that they aren't already similar to another idea I may not be aware of).
Electroblade - A modification of the survival knife that has a short stun effect on enemies.
Armored Suit - A combination of the Radiation Suit and the Reinforced Diving suit, with the downside of reducing swim speed.
Overclocked Seaglide - A modification of the seaglide that can be toggled into an overdrive mode making it fatser, but will overheat if used for too long. Best used in short bursts. Can be used to escape from some of the faster creatures in the game. Unlike the previously implemented powerglide, the overclocked seaglide normally only functions as a normal seaglide, except when activated. The overclocked mode can be used for up to 10 seconds consecutively, before needing to cool down for 30 seconds. If used any longer than this, it will break, and cause damage to the player via thermal damage.
Stun Rifle - Similar to the Stasis Rifle, it can be used to freeze/stun enemies in place, however it can be used on larger creatures, but the effect is shorter over all.
Prawn Suit Scanner Arm - An arm attachment for the Prawn Suit that functions like a scanner, allowing you to scan things in those more dangerous biomes without needing to risk being so exposed. In addition, it would make it much easier to scan some of the more hostile creatures.
Impulsion Cannon - Basically the Repulsion cannon, but for pulling rather than pushing. Could be used to get items out of hard to reach places or that are just out of reach. Or it could be used to get a hold of fish to eat without having to chase them around for 30 seconds at a time.
Scrapper - A modification of the Scanner that can pick up some materials other than titanium off of fragments, in exchange for being no longer able to scan.
Frost Sprayer - A fire extinguisher that has been made to use batteries and energy rather than fuel. Can also freeze some objects, as well as small fish, allowing for longer food preservation.
Battery Suit - A diving suit that can have batteries and a charge, which can be used to charge items and possibly vehicles. It is particularly useful for charging things such as the Prawn suit and the Seamoth in dangerous areas, as it can allow the player to use the batteries in the suit as emergency power, without having to get out of the vehicle.
Habitat Coloring - Just as the vehicles can be colored, I feel the habitat should also be able to be colored, along with some of the modules and furniture in it. It gets kind of boring when you have to use the same color.
Gold Finish - If you've played this game for a while, you'll probably have realized that gold is very easy to come by, and also probably have a bunch stockpiled if you didn't decide to throw it away. Gold, unlike the other common metal, Titanium, isn't used in very many recipes. I personally feel that this could be countered by using gold for it's major purpose other than circuitry, decorum. Gold could be used to add decorative features to things, such as detailing/embossment, a luxury finish, or simply as shiny plating.
Colored lighting - Lighting can have a huge impact on the feel and atmosphere of pretty much anything. Being able to have colored lighting in the base or have colored flood/spot lights (and maybe light sticks) could be an amazing way to customize aesthetics.
More Complex Suggestions
So, which (if any) of these ideas would you like to see in the game? Please comment below. Criticism (so long as its constructive) is welcome (flaming/comments saying its bad without giving a reason will be ignored).
Simple suggestions
Electroblade - A modification of the survival knife that has a short stun effect on enemies.
Armored Suit - A combination of the Radiation Suit and the Reinforced Diving suit, with the downside of reducing swim speed.
Overclocked Seaglide - A modification of the seaglide that can be toggled into an overdrive mode making it fatser, but will overheat if used for too long. Best used in short bursts. Can be used to escape from some of the faster creatures in the game. Unlike the previously implemented powerglide, the overclocked seaglide normally only functions as a normal seaglide, except when activated. The overclocked mode can be used for up to 10 seconds consecutively, before needing to cool down for 30 seconds. If used any longer than this, it will break, and cause damage to the player via thermal damage.
Stun Rifle - Similar to the Stasis Rifle, it can be used to freeze/stun enemies in place, however it can be used on larger creatures, but the effect is shorter over all.
Prawn Suit Scanner Arm - An arm attachment for the Prawn Suit that functions like a scanner, allowing you to scan things in those more dangerous biomes without needing to risk being so exposed. In addition, it would make it much easier to scan some of the more hostile creatures.
Impulsion Cannon - Basically the Repulsion cannon, but for pulling rather than pushing. Could be used to get items out of hard to reach places or that are just out of reach. Or it could be used to get a hold of fish to eat without having to chase them around for 30 seconds at a time.
Scrapper - A modification of the Scanner that can pick up some materials other than titanium off of fragments, in exchange for being no longer able to scan.
Frost Sprayer - A fire extinguisher that has been made to use batteries and energy rather than fuel. Can also freeze some objects, as well as small fish, allowing for longer food preservation.
Battery Suit - A diving suit that can have batteries and a charge, which can be used to charge items and possibly vehicles. It is particularly useful for charging things such as the Prawn suit and the Seamoth in dangerous areas, as it can allow the player to use the batteries in the suit as emergency power, without having to get out of the vehicle.
Habitat Coloring - Just as the vehicles can be colored, I feel the habitat should also be able to be colored, along with some of the modules and furniture in it. It gets kind of boring when you have to use the same color.
Gold Finish - If you've played this game for a while, you'll probably have realized that gold is very easy to come by, and also probably have a bunch stockpiled if you didn't decide to throw it away. Gold, unlike the other common metal, Titanium, isn't used in very many recipes. I personally feel that this could be countered by using gold for it's major purpose other than circuitry, decorum. Gold could be used to add decorative features to things, such as detailing/embossment, a luxury finish, or simply as shiny plating.
Colored lighting - Lighting can have a huge impact on the feel and atmosphere of pretty much anything. Being able to have colored lighting in the base or have colored flood/spot lights (and maybe light sticks) could be an amazing way to customize aesthetics.
More Complex Suggestions
Shark Suit
The shark suit is what the cyclops is to the seamoth for the prawn suit. It is about twice the size of the prawn suit, and can withstand about 2 times the damage. It is meant to be an end-game item for going head to head with the leviathan class predators. The raw punching ability does about 1.5 times the damage, and using a new upgrade, can be made to do 2 times the damage. The shark suit uses about the same amount of power as the cyclops when it is going normal speed with floodlights on, however it only has four power cells compared to the cyclops's six. It can store 6 upgrades to the prawn's 4, and the inventory and torpedo upgrades have slightly more storage per upgrade. As the suit uses lots of power and is a bit slower than the prawn suit, it can typically only be utilized over short distances, as it doesn't fit in the cyclops (also meaning it can only be recharged with a power cell charger). It's larger size makes it much more difficult to navigate through tighter spaces and is almost useless for exploring smaller caves. Finally, it has the ability to be upgraded with a special torpedo arm allowing two torpedoes to be fired at once (for bigger radius or multiple effects).
The Megalodon
An enormous submarine, aprox two and a half times as big the cyclops, it is the only vehicle in the game that can hold the cyclops, and also the only vehicle that can hold most base modules (except obvious ones, such as the habitat structures themselves, thermal/nuclear power, and aquariums), and can even be augmented with solar panels and a bio-reactor to be able to generate its own power. The only creatures that will go near this sub are leviathans, precursor entities, and creatures that have the ability to disable electronics. Due to its size, navigating it in the reef is impossible, and one would have to go around the reef in order to move to the other side of the map. Also due to its size, it uses an incredible amount of power moving, thus almost requiring ion cells to have been obtained. It has six rooms, two of which are empty and meant for placing habitat modules in, and the others being the docking bay, the engine room, the above docking bay, and the bridge room. It is very slow, but incredibly durable, and can survive a leviathan attack much easier than the cyclops provided it gets enough distance. Unlike the cyclops, the megalodon can not fire decoys, having to rely on either the player fighting off leviathans in another vehicle, or escaping to a safe distance. It is impossible to run silently without a special upgrade, and will still use a large amount of power to do so.
The Codex Hud
The codex hud is a chip equip that has the ability to bring up a small dialog box above what the player is looking at (sort of like a tool tip) that contains the basic information on the entity/item the player is looking at. What makes this idea fit into to the more complex ideas section is its secondary use, the ability to analyze the disease. This secondary feature would add in an alternate way to cure the disease, but is more resource heavy, and requires more time (and research) to do. Using this method, the player has to go around and scan various life forms that are affected by the disease, including a handful of smaller fish, several predators, warpers, and finally a few plants covered in the disease placed at specific locations around the map. In addition to having to scan these life forms, the player must also use a new mechanic in which the player must create various tanks to house each creature for additional analysis, including a special new tank specifically for warpers. After scanning and housing the creatures, the player must take samples of the disease and test them against various materials, plants, food, and special vaccines that are made by a machine that uses testing data to produce possible antidotes. Finally, the player must test the cure on several different creatures to make sure of its effects. If the player uses an incomplete cure on a creature or themselves, there are a variety of possible effects/side effects that can happen. These include dehydration, poisoning, hunger, temporary loss of vision, temporary health, speed, or stat debuffs, among other things. It can also make non-aggressive entities hostile towards the player for a certain amount of time, and cause normally aggressive entities to gain strength and/or health buffs. Finally, it can also cause the disease to progress stages or only temporarily work/only decrease it to a certain a stage.So, which (if any) of these ideas would you like to see in the game? Please comment below. Criticism (so long as its constructive) is welcome (flaming/comments saying its bad without giving a reason will be ignored).
Comments
That was me. Also, I responded with some modified versions of the ideas, which I have also posted here. In addition, you only criticized a couple of the ideas, which are the ones I have modified. There's also three new ideas, which are the more complex ones.