I think that weather could be cool, but it would be hard to implement well. Weather, I assume, would most likely be some form of cloud/rain system, and while it would be visually appealing, it could negatively affect solar power production. Since solar power is the first power source players have, this might make the early game a little too difficult for new players.
If it was purely visual and easy to implement, I would be on board, but I would prefer them to spend their time on things that have a greater impact on gameplay.
It would make sense as a feature to implement in the closing package of 1.0v. It honestly doesn't sound too hard to implement, although its not a priority. I never go "dammit, where are the storms?"
Would be sick to have underwater changes though, like the reduction in visibility (fogginess during intense storms due to motion).
If I were a Dev it would already be on my long list of features board, as it's a typical "mood setter" tool used by devs throughout games. So I trust they know what they are doing in terms of priority, and think we might see this discussed later on
@Captagear Eventual weather would be awesome yes.
just imagine there being a raging storm on the surface and then the Auroras drive core detonates, Clearing it up. The rain stopping and the clouds parts for open skies for just a few moments.
Then the opening eventually closes and the storm resumes as if nothing happened. (Or it is stopped early by the shock wave, Depending on how big it was.)
Or, a game mechanic could push the player to build a fabricator and signal device inside a powered base. The game tracks once the base has been on for a few days and the player is getting more or less comfortable, or perhaps bored.
Then the game whips up a storm, and sinks the original pod a distance away from the player base, destroying it! (THIS one though, you should be able to salvage fabricator, signal receiver, medkit generator, and grab your stuff out of the locker.) RIP pod, push the player out of their comfort zone!
...Well, in theory anyway. Probably a bad idea in practice. There's a lot of holes here like any open-world game scripting.
The player could do something silly with their initial base- build it above water, or way too big, or something.
Constantly botch the power and never fire the script.
Wind up screwed without a powered fabricator and no battery power or resources to make a solar panel.
Players might REALLY REALLY not like their safety net being broken.
For a large storm, it should affect bases just under the water. (Or over the water, you know who you are.) And a scripted event to destroy bases would be even more tricky.
So for anyone whose ideas I've ripped on, at least I'm fair and even do it to myself. Probably best to stick with less severe weather.
Perhaps a Fallout 4 styled Radstorm, that keeps occurring at regular intervals until the reactor is fixed.
Oh yeah? Like the PDA says "Detecting severe weather patterns. There is a 68% chance of radiation winds caused from the aurora's exposed dark core drive. Personal should locate to the safety of the lifepods." I'm not good at dialogue but you see the jist. As for the event occurrence it triggers after an elapsed time. This hurries players without lead suits, or those who want to upgrade but haven't bother to repair the aurora's drive. Aesthetic for the majority players, but acts to hurry those left behind towards a goal.
Perhaps a Fallout 4 styled Radstorm, that keeps occurring at regular intervals until the reactor is fixed.
Oh yeah? Like the PDA says "Detecting severe weather patterns. There is a 68% chance of radiation winds caused from the aurora's exposed dark core drive. Personal should locate to the safety of the lifepods." I'm not good at dialogue but you see the jist. As for the event occurrence it triggers after an elapsed time. This hurries players without lead suits, or those who want to upgrade but haven't bother to repair the aurora's drive. Aesthetic for the majority players, but acts to hurry those left behind towards a goal.
Looks like 2.5 meters of water is protection against spent fuel rods, in the for-realsies, if that guy has correct maths. So any type of radiation storm would be easily ignored at any significant depth. As long as we're not doing the Fallout 4 thing with an "OMG THE WATER IS RADIATION TOO" approach.
My main problem with the Aurora is how long all that metal has REMAINED cherry-red hot. It's cool looking, but not terribly believable. It's too bad that you can't really show the player how it looks just after it crashes, before the metal cools, and then again later after the wreck settles a bit.
Perhaps a Fallout 4 styled Radstorm, that keeps occurring at regular intervals until the reactor is fixed.
Oh yeah? Like the PDA says "Detecting severe weather patterns. There is a 68% chance of radiation winds caused from the aurora's exposed dark core drive. Personal should locate to the safety of the lifepods." I'm not good at dialogue but you see the jist. As for the event occurrence it triggers after an elapsed time. This hurries players without lead suits, or those who want to upgrade but haven't bother to repair the aurora's drive. Aesthetic for the majority players, but acts to hurry those left behind towards a goal.
Looks like 2.5 meters of water is protection against spent fuel rods, in the for-realsies, if that guy has correct maths. So any type of radiation storm would be easily ignored at any significant depth. As long as we're not doing the Fallout 4 thing with an "OMG THE WATER IS RADIATION TOO" approach.
My main problem with the Aurora is how long all that metal has REMAINED cherry-red hot. It's cool looking, but not terribly believable. It's too bad that you can't really show the player how it looks just after it crashes, before the metal cools, and then again later after the wreck settles a bit.
That's the not the problem, it's microscopic, radioactive particles
I like the idea of losing the pod, but it would require the habitat builder be acquirable without a fabricator. In fact, if one could acquire a habitat builder and a scanner (there are already ample supplies of batteries in chests for the taking) you could literally lose everything and have a chance to recover. This would definitely be a hard-mode thing, not for the casual player at all.
And about the variable sized waves, I keep being reminded of the movie Interstellar, on the first planet they go too. That would be scary awesome, but the coding would likely be ridiculous and I imagine it would cause insane pressure changes, even deep under water.
Yes! Weather would be pretty cool but it probably wouldn't be a top priority right now, but maybe closer to release. This could also have some possible effects on gameplay
Comments
If it was purely visual and easy to implement, I would be on board, but I would prefer them to spend their time on things that have a greater impact on gameplay.
Would be sick to have underwater changes though, like the reduction in visibility (fogginess during intense storms due to motion).
If I were a Dev it would already be on my long list of features board, as it's a typical "mood setter" tool used by devs throughout games. So I trust they know what they are doing in terms of priority, and think we might see this discussed later on
just imagine there being a raging storm on the surface and then the Auroras drive core detonates, Clearing it up. The rain stopping and the clouds parts for open skies for just a few moments.
Then the opening eventually closes and the storm resumes as if nothing happened. (Or it is stopped early by the shock wave, Depending on how big it was.)
That's a good joke!
Then the game whips up a storm, and sinks the original pod a distance away from the player base, destroying it! (THIS one though, you should be able to salvage fabricator, signal receiver, medkit generator, and grab your stuff out of the locker.) RIP pod, push the player out of their comfort zone!
...Well, in theory anyway. Probably a bad idea in practice. There's a lot of holes here like any open-world game scripting.
So for anyone whose ideas I've ripped on, at least I'm fair and even do it to myself. Probably best to stick with less severe weather.
Oh yeah? Like the PDA says "Detecting severe weather patterns. There is a 68% chance of radiation winds caused from the aurora's exposed dark core drive. Personal should locate to the safety of the lifepods." I'm not good at dialogue but you see the jist. As for the event occurrence it triggers after an elapsed time. This hurries players without lead suits, or those who want to upgrade but haven't bother to repair the aurora's drive. Aesthetic for the majority players, but acts to hurry those left behind towards a goal.
http://space.stackexchange.com/questions/1336/what-thickness-depth-of-water-would-be-required-to-provide-radiation-shielding-i
Looks like 2.5 meters of water is protection against spent fuel rods, in the for-realsies, if that guy has correct maths. So any type of radiation storm would be easily ignored at any significant depth. As long as we're not doing the Fallout 4 thing with an "OMG THE WATER IS RADIATION TOO" approach.
My main problem with the Aurora is how long all that metal has REMAINED cherry-red hot. It's cool looking, but not terribly believable. It's too bad that you can't really show the player how it looks just after it crashes, before the metal cools, and then again later after the wreck settles a bit.
That's the not the problem, it's microscopic, radioactive particles
And about the variable sized waves, I keep being reminded of the movie Interstellar, on the first planet they go too. That would be scary awesome, but the coding would likely be ridiculous and I imagine it would cause insane pressure changes, even deep under water.
Eg.
Solar panels not charging
Small fish like peeper and spades hiding in caves
Predators like the reaper becoming more active
Reduce visibility
Large waves making being near the surface harder
Damaging bases near the surface?
Possible unique creatures?