Base security
Funsauce32
Canada Join Date: 2016-06-09 Member: 218339Members
So we all know that bases are practically a safe haven for us. barely ever get attacked. i was thinking this needs an overhaul.
Ideas:
-make creatures particularily interested in bases
-have a base security module that can control security type things
-the security module can control simple things like shielding windows when attacked/detect nearby enemies
-security module can be upgraded to have things like shields for your base
-windows are a weak point for bases
-all windows have enameled glass equivalents for stronger bases
-the deeper and more resourceful a biome is the more enemies are interested in your base
-every piece of a base can show damage depending on where the creature attacked ( an example would be if a creature attacked a glass corridor it would show cracks or a multipurpose room would show dents ect)
-Having this in the game would have a much more interesting aspect in the game and make it just a little more challenging. This would make players cautiously choose where to build and not want to build deep until security module upgrades were found. This prevents players from making a base early game in somewhere deep and skipping a large portion of the game.
Ideas:
-make creatures particularily interested in bases
-have a base security module that can control security type things
-the security module can control simple things like shielding windows when attacked/detect nearby enemies
-security module can be upgraded to have things like shields for your base
-windows are a weak point for bases
-all windows have enameled glass equivalents for stronger bases
-the deeper and more resourceful a biome is the more enemies are interested in your base
-every piece of a base can show damage depending on where the creature attacked ( an example would be if a creature attacked a glass corridor it would show cracks or a multipurpose room would show dents ect)
-Having this in the game would have a much more interesting aspect in the game and make it just a little more challenging. This would make players cautiously choose where to build and not want to build deep until security module upgrades were found. This prevents players from making a base early game in somewhere deep and skipping a large portion of the game.
Comments
They already have creatures attacking the cyclops so attacking the base is not too much of a stretch. As for the defences, unlike the cyclops the player is going to spend a long time away from base so there would have to be a lot of automation (or attacks don't happen until you are relatively close), and the window weak point would only serve to convince players to not build a purely decorative item. Still, an interesting idea.
It might be an interesting mechanic for Hardcore though, but it'd only be leviathans that'd be able to do any sort of damage and chances are on Hardcore you wouldn't want to be building a base near one anyway.
Actually when your cyclops goes down anything inside can still be retrieved. I double checked just now, sacrificed my cyclops (with numerous lockers, planters, and devices inside) and swimming into the wreckage they're all still there. I can open them, I can deconstruct them, and the only thing that's gone is the plants themselves.
If the stuff inside is disappearing when the cyclops is wrecked then that's a bug you should report since that shouldn't happen.
that's more like nightmare mode then anything I would mind if the warpers came once u build past 500 for normal games but all creatures would be nightmare mode i enjoy building crazy bases.