Idea for giving paperdoll UI Upgrade Slots new functions
Tarkannen
North Carolina Join Date: 2016-08-15 Member: 221304Members
I was writing up an idea for a post in the Epic Trello thread, regarding the grand news that Signal Pings are now integrated into the PDA and are no longer items. This is a much needed change but it brought about the idea that nothing basically will be used for the upgrade slots anymore (save one item, supposedly). I proposed an idea to give them more function, but truthfully it turned out to be a long post and kind of derails against the point of the Trello thread. So instead I'm just posting my idea here so people can think on it and decide if they like it or not. Here we go!
You know, I never "could" get that Scanner Room HUD Upgrade Module to work in my game... as the upgrade console would not accept it no matter how many times I tried to install it. I thought it was a bug, but I was informed that the upgrade module actually installs in your suit... yeah. The crafted item, which honestly looks like every other upgrade module that goes into the console, and shares the same icon and model, goes into your suit. I still can't figure that one out.
But more to the point, now that we have free slots available for a game feature that's mostly free now, I'd like to float my idea again for Augmented Reality Chips to use in the Upgrade slots on the paperdoll UI. See, the dev team has been working on the Transfuser item, which in short would mean gaining temporary abilities based on the collected DNA of creatures. Such abilities would improve night vision, increase swimming speed and O2 capacity, but their ideas were based around the idea of them being temporary, and quite honestly they would have embarrassingly short durations.
My idea for AR Chips would be along the line of upgrade modules, but instead they are chips that integrate into your suit and improve your natural abilities. These would be along the same line of thought for Transfusions, but instead they would be permanent upgrades - for as long as you had the chip equipped, that is. These would be weaker effects than what the Transfusions would offer, but the effects would stack if you combined them with Transfusions. Since there are only two upgrade slots available, it would offer an interesting risk/reward system, as you would have to either keep on hand the ones you frequently wanted to use, or lose inventory space in order to maintain a rotating set of effects. (The chips would likely be 2x2 space sized, in order to require more thought of what ones you'd want to invest in).
Either way, it would be nice to have a set of abilities we could rotate in or out, depending on what the situation required. My thoughts on what such effects could offer could surpass the biological limits of what DNA Transfusions could offer. Some ideas could include:
* Augmented sonar capabilities - You get a brief pulse of the wireframe HUD the upgrade module gives, but at a slower interval than what the upgrade module can do.
* Increased damage resistance - Further reduce damage taken by 15%, and can stack with the Reinforced Dive Suit.
* Shock impact ward - Physical attacks by fish will shock them and cause them to flee, but it would cause minor injury to yourself as well.
* Copper/Lead/Silver/Gold ore diviner - Increase the odds that you find a specific ore from the appropriate outcroppings (I'm looking at you, COPPER!).
* Creature affinity - Decrease the chance that aggressive creatures will detect and attack you, but if they do decide to attack you take increased damage from their attacks.
And so forth and so on... there's no practical limit on what AR Chips could provide our character, of course outside of the time required to code such things. It may not even be worth the developers' time, but since they are having to hold off on the Transfuser and Transfusions until after 1.0, maybe they could implement this idea in tandem so that they'll have more to offer when it finally does get added to the game. Me personally, I'd just hate to see important slots on the character fall to the wayside, when it could offer much more potential (and let's be real... a Scanner Room Upgrade Module IMO should not be equippable on a person, lol).
51729 /main 2017-08-07 13:30:56 Scott Thunelius - Depricated Item Based Signal System; Signals are now completely located on the ping manager and are no longer pickupable. Old Signals from past save games will work as they did before.
*CHEERING!*
Oh fucking finally!
Hell to the yeah! I'm glad that's finally taken care of. So... that begs the question now: With the Compass eliminated due to being moved to vehicles, the Thermometer eliminated due to being moved to specific equipment, and now Signal pings made internal to the PDA... what will the Upgrade Slots be used for now that nothing exists for them anymore?
Scanner Room HUD upgrade is the only thing left.
You know, I never "could" get that Scanner Room HUD Upgrade Module to work in my game... as the upgrade console would not accept it no matter how many times I tried to install it. I thought it was a bug, but I was informed that the upgrade module actually installs in your suit... yeah. The crafted item, which honestly looks like every other upgrade module that goes into the console, and shares the same icon and model, goes into your suit. I still can't figure that one out.
But more to the point, now that we have free slots available for a game feature that's mostly free now, I'd like to float my idea again for Augmented Reality Chips to use in the Upgrade slots on the paperdoll UI. See, the dev team has been working on the Transfuser item, which in short would mean gaining temporary abilities based on the collected DNA of creatures. Such abilities would improve night vision, increase swimming speed and O2 capacity, but their ideas were based around the idea of them being temporary, and quite honestly they would have embarrassingly short durations.
My idea for AR Chips would be along the line of upgrade modules, but instead they are chips that integrate into your suit and improve your natural abilities. These would be along the same line of thought for Transfusions, but instead they would be permanent upgrades - for as long as you had the chip equipped, that is. These would be weaker effects than what the Transfusions would offer, but the effects would stack if you combined them with Transfusions. Since there are only two upgrade slots available, it would offer an interesting risk/reward system, as you would have to either keep on hand the ones you frequently wanted to use, or lose inventory space in order to maintain a rotating set of effects. (The chips would likely be 2x2 space sized, in order to require more thought of what ones you'd want to invest in).
Either way, it would be nice to have a set of abilities we could rotate in or out, depending on what the situation required. My thoughts on what such effects could offer could surpass the biological limits of what DNA Transfusions could offer. Some ideas could include:
* Augmented sonar capabilities - You get a brief pulse of the wireframe HUD the upgrade module gives, but at a slower interval than what the upgrade module can do.
* Increased damage resistance - Further reduce damage taken by 15%, and can stack with the Reinforced Dive Suit.
* Shock impact ward - Physical attacks by fish will shock them and cause them to flee, but it would cause minor injury to yourself as well.
* Copper/Lead/Silver/Gold ore diviner - Increase the odds that you find a specific ore from the appropriate outcroppings (I'm looking at you, COPPER!).
* Creature affinity - Decrease the chance that aggressive creatures will detect and attack you, but if they do decide to attack you take increased damage from their attacks.
And so forth and so on... there's no practical limit on what AR Chips could provide our character, of course outside of the time required to code such things. It may not even be worth the developers' time, but since they are having to hold off on the Transfuser and Transfusions until after 1.0, maybe they could implement this idea in tandem so that they'll have more to offer when it finally does get added to the game. Me personally, I'd just hate to see important slots on the character fall to the wayside, when it could offer much more potential (and let's be real... a Scanner Room Upgrade Module IMO should not be equippable on a person, lol).
Comments
Да, действительно, друг!
Thermometer has been removed and rebreather is a separate mask. OP mentions the scanner room upgrade.
Or you could make the chip upgrades into the next level of Transfuser buffs. When you first get the Transfuser, you can inject yourself for a small buff, but once you research it, you can then manufacture an upgrade using the same DNA, which has a bigger buff/longer duration. Think of it as a subdermal IV.
And since they're actual technology chips instead of just augmenting DNA, they could provide benefits beyond the practical limits of Transfusions. Such as I listed in my OP about having sonar pings without having the vehicle upgrade (or heck, sonar pings even without the vehicle), or having a chance to "transmute" items into what you actually want (probably a better explanation for my proposed "Ore Diviner"... dang that unreliable Alterra technology!)
Overall I think it's a fun idea, but it's probably not practical for the devs to do. But honestly there's just no use for Upgrades anymore once this Stable update hits... hopefully the devs will find a reason to keep those paperdoll slots practical.
Now I like that these devices are being made available to players regardless of setup. I used them so frequently, that I got irritated when I had to 'lose' the Compass and/or Thermometer everytime I got a new Signal ping, even temporarily.
But my issue is, I tend to use the Compass far more frequently outside of the Seamoth than inside it. Whether it's building a new outpost or trying to triangulate how to return to a new Wreck I found (relative to the Lifepod). Likewise the Thermometer isn't necessary to use when you're *wearing the Reinforced Dive Suit, as you're protected from heat by that point anyways.
Now that Signal pings are internal to the PDA instead of spacehogger items, they should return the Thermometer and Compass to craftable items like before. Then we just have three Upgrade items to manage, instead of the 20+ we had to waste time on from before.
EDIT: So it turns out now in Experimental mode, it seems that the Thermometer display is defaulted for the Seamoth, just like the Compass was done last update.
https://trello.com/c/27xbkpPN/273-investigate-retail-version