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Topics - Avakyn

#1
Ideas and suggestions / Ava's List
May 03, 2020, 06:05:17 PM
Suggested changes:
Move Hoverboards to T4

Add T2 Vehicle, Motorized Bike
Runs on Camp Fuel or could be steam-powered.
Avoids peddling animation of the bicycle, thin profile like a hoverboard so it can go through forests, could use Centreless wheel to ease animation, etc

Add T3 Vehicle, Motorcycle
Upgrade from the Motorized Bike, runs on gas.
.. or ..
Rocket Bike?(Think Speeder Bikes from Starwars)
.. or ..
Rocket Skates? 😄 (Rollerblades with rockets if you want a borderlands/madmax feel)



Add T3 Vehicle, Utility Mech

  • Fueled by Gas.
  • Not for combat, arm modules would be Chainsaw and Jackhammer, equipped one at a time. Faster Woodcutting and Mining.
  • Large internal storage for resources, fills from chainsaw/jackhammer(items can't be put in manually)
  • High armor, and fast movement(use Continuous track propulsion to prevent silly fast feet) for escaping, or jump jets so it can jump down cliffs to escape.

    Jump jets could also act as a short-range teleport(Mech flys up on the screen and lands somewhere else nearby), perhaps a spot selected in a map UI when the jump is initiated. It could have a short take-off time, so in PVP you could have EMP grenades if used properly, stop an escape.

Add T3 Vehicle, Muel Mech

  • Fueled by Gas.
  • Not for combat. Used to transport large amounts of items.
  • Storage modules: storage for anything.
  • High armor, and fast movement(use Continuous track propulsion to prevent silly fast feet) for travel/escaping. Or jump jets as described above.



Add Composting Plant to T3 Electricty
This could allow for faster production of Mulch, combining waste as a mulch box does with water and electricity.

Change Oil Refinery to or add Chemical Plant

  • Move cracking of Mineral oil into Gas to T3 Chemistry
    Mineral oil is less valuable in T3, a good time to convert it to gas.
    Cracking should use water + mineral oil  + work(electricity, remove gold bars) in the Chemical Plant.
  • Allow bottles to be placed in Chemical Plant for cracking Mineral Oil.

Move Water pump to T3 Electricity

Change Large Power Storage in T3 to Medium Power Storage
Add new Large Power Storage to T4 Electricity.

Add Moisture Vaporator to T4 Electricity to allow water collection in the desert and swamp.

Allow Nightvision goggles and flashlights to run on power banks when equipped. (If it is easier just have F refill from the power bank instead of a battery. If batteries are in inventory they have priority.)

Destroyed mechs could leave behind a destroyed mech "corpse" that would give the pilot a bit of cover (can't shoot through it in either direction).

  • This corpse would provide salvage after a cooldown period(Think meteorites heat) when mined with a pickaxe to reduce the cost of building a new mech.
  • Salvage could be used at the tinker table (Separate tab) and turn into a random vehicle part for a mech.
  • The mech corpse could be claimed by anyone in PVP, ownership is retained in PVE. If left untouched for a while it could despawn to prevent world clutter.
  • Vehicles could do this as well but they wouldn't provide cover as they are much smaller.
  • Might need a separate salvage type. Small(Vehicle) Large(Mech) Salvages? Or Light Salvage, Heavy Salvage.



Map/Biomes:
Add Coal to Tropical Forest
Add Volcano on the Southern edge of the map between the two Tropical Forest biomes and expand the Tropical Forest biomes to surround it.

Expand NW Volcano into a full Volcanic Biome like the size of the desert.

Special Resources:

  • Pragmium Spires(Like Desert)
  • Perlite?(Farming)
  • Salt
  • Crushed/High-Density Basalt/Diabase Rock? (Concrete Reactor Shielding)
  • Also possible: Sulfur, Zinc, Silver, Copper, Gold, and Uranium.
  • Precious Gems: Opals, Obsidian, Flourite, Gypsum, Onyx, Hematite, etc.

Add Aerogel to T4 Chemistry. Aerogel could be incorporated into armor vs heat weapons (Plasma, Flamethrower?)
Add Aerogel Insulation to T4 Construction. Allows building of aerogel insulated variant for walls, floors, doors required to build in the volcanic biome.
Add Geothermal Generator to T4 Electricity (Alternative to Solar Panels in Volcanic Biome as Ash clouds make Solar power there useless)


Just some ideas for the game. Many of them would take a lot of work so I don't expect anything here to come true, but perhaps the developers will find some inspiration from this list. :)
#2
As claims are upgraded, needs change, or as we learn better ways to do things we often run into the need to rearrange our bases. I've seen the request to be able to pick up already built structures and move them before but I think there were some concerns against being able to just pack everything up and move on a whim so we've had the deconstruct-rebuild model for a while.

An idea I had that may allow us to have this functionality while also preventing people from being able to pack up an entire base and move it on a whim could be a dolly.

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O----

Similar to how boxes and some furniture items are moved in real life this item could allow the player to move one item at a time, maybe a few crates(stacked). It would let you pick up a workbench, fridge, crate, etc. and perhaps with slowed movement let you place it somewhere else within the claimed space.
#3
Access Control
Claims should be reconfigured to allow granting of individual powers that globally apply to the base. Doors, locked storage, and trade stations can retain their local settings for cases where you wouldn't want to add a player to the claim. Local permissions take priority over settings on the claim.

- Grant Access: These permissions are grantable only by the Claim Owner
Doors - Adds a player globally to all doors in a base.
Storage. - Adds a player globally to all locked storage in a base, such as vaults and/or others added later.
Builder - Allows a player to build on the claim but not deconstruct completed structures.
Land Owner - Works as adding someone to the claim works currently with the exception of not being able to deconstruct the claim(Only the Claim Owner can do this, see below). Full access to doors, locked storage and can build and deconstruct structures.

- Ungrantable: Claim Owner
The original builder is granted this automatically. Only the original builder can deconstruct the claim. This can be transferred by the owner if the receiving player has a claim available.

The Claim UI could look like this(Limited/No localization needed using art/icons instead of words):


The Door/Storage UI could look like this(Limited/No localization needed using art/icons instead of words):




Grid Control
Improved power grid interface on landclaims to allow more control over how power is handled in a base.

- Generator Override
Set generators on the claim to come online when the grid capacity reaches/falls below a set percentage.

- Circuit Breaker
Set consumers to be disconnected from the grid if the capacity reaches/falls below a set percentage.

The Claim UI could look like this:


To help/reduce localization costs use the icon that currently connects or disconnects a structure from the grid in place of the words: "Startup" and Shutdown"

Startup


Shutdown


- Power Transfer
An option in each power storage structure to either:

  • Transfer into the grid when there is available capacity without accumulating more charge on that structure
  • Or discharge to the grid over time but not charge.
So power storage structures that we intend to remove can be drained and deconstructed without wasting power stored in the grid.

- Lights Control
Since the game doesn't recognize rooms yet, your lights turn on whenever anyone walks close enough to your base. It would be nice if there was an option to set how they trigger.

  • Auto: Lights work as they do now.
  • Members Only: Only illuminates for members registered on the claim.
  • Off: Shuts down all light sources on the grid.