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Messages - Avakyn

#1
QuoteThe first alt idea is good and it's the one we're already thinking about for some time. But instead of new tool I've considered the usage of Toolbox. Just click with it on an already built and 100% repaired structure and it will enable the relocation mode.

Sounds good :)

QuoteI think, on PvP servers, it should not be allowed to relocate walls and doors, or crates with valuable loot (as players will abuse this feature to make their bases way harder to raid when they want). Maybe psi projector too (and weapon turrets when we introduce them).

Ah, sorry I didn't think about these things as in real life a dolly wouldn't help you move walls, and while it could be used to move a door in real life it makes sense not to allow walls or doors to be relocated in the game.

Not sure about crates with "valuable loot" as I don't know if the game could determine this, plus players could simply move these resources by hand if they really wanted to, so restricting a crate doesn't seem like it would do much.

Plus in PVP players are building honeycomb structures and nesting loot near their claim as a vault, so I'm not sure if there would be any value to moving these things around in the first place. I would assume raid block, as with other things, would prevent the use of this tool, so outside of a raid I'm not sure what advantage moving crates around would have for PVP players but I'm not a PVP player, so my lack of familiarity and experience in this mode is hindering my ability to predict where this tool could be abused I'm sure. :)

I believe other games use "hardpoints" to describe things that can't be changed after they're installed when normally other parts are modular so you could do something like this for the psi projector and other fixtures like turrets. Just a thought.

QuoteThe second alt idea is not reasonable to implement with the current approach we're usingΓÇöcurrently you get about 20% of resources back when you finish deconstructing (perform the last deconstruction stage). It will make the idea of buildings repair useless as it would be always cheaper to deconstruct the building and get 75% of the resources back.

Right the refund wouldn't happen until the last step, so the structure is "removed". But yeah, repairs. I guess it would only work if refunds factored in damage so you wouldn't have a net benefit in deconstructing over repair, but that overcomplicates the mechanic and it would be hard to understand so it makes sense to look for simpler solutions. :)

Thanks for taking the time to respond and consider this idea!
#2
Revisiting this idea I would change it.

The dolly would be an item you would have in your hotbar, and you would use it on a building. This would put the building into move mode(making it transparent as blueprint mode does). Then the tool would display a ghost image of the selected structure on the mouse. Only one structure could be selected at a time.

Then you could move to where you want to place it on your claim. When placing it would confirm the area meets the requirements for the building you want to move and then it would "teleport" it there.

This would allow you to move things from one claim to the other as the targeted building is "saved" in the tool until it is placed. If you died it would forget the building, leaving it unchanged where it originally was.


OR, from a discussion we had on NA PVE 1

Simply add a materials recovery bonus to Building skill, so over time as you raise your skill you get more materials back, perhaps up to 75% at level 20? Some materials would get wasted no matter how good you are.
#3
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. :)
#4
Quote from: CB_avatar on April 12, 2020, 05:35:04 PM
Back to fast travel - I'd like to set bedrolls at each of our personal land claims, and just let us pick which bed to spawn to.  Maybe with a button to fast travel and take a few minutes (let us chat at least) or on death.  This just expands on what we currently do without revolutionary changes.

I like this idea, and it should only work on bedrolls/beds that are built on a claim. However, a concern I have for this is teams of 10 have the ability to place 30 claims. They could set up an elaborate fast travel network while simultaneously wasting a bunch of space on the map that other players could be building in. So a revolutionary change to the claim system would be needed to make this fair to solo/smaller teams and eliminate "bedbase" clutter across the map :)
#5
Quote from: Lurler on April 07, 2020, 03:05:02 AM
And then it will go boom :)

I suggested the same idea, but ai_enabled said it's not great :) And... I do kinda agree with him.

This assumes it is not controlled or inhibited by technology, though I will admit that this idea would exclude low tech players from the gates.
#6
Quote from: Rain_Phoenix on April 06, 2020, 12:15:55 PM
After explaining my idea/suggestion to the moderator in the ideas-suggestions Discord it was clear that she didn't get what I was talking about, and proceeded to ignore my point to irrelevantly talk about how reality needs to take a back seat to game design and that's why we don't have to go the restroom or why our character doesn't get tired after 8 hours.

Hello,

Just to be clear, I completely understood what you were saying, and I was offering you a solution to your ash shortage that fits within the current rules in the game, or the code as it is written. As ai_enabled pointed out, he and us moderators share our thoughts on the topic, and when we can, provide a solution in the meantime. Lurler always looks through the suggestions and ideas people provide and considers them for the game. Sorry for any misunderstanding.

You responded by expressing that the current process didn't make sense, as ash would be produced by burning wood. This is a reasonable expectation based on what we see in reality, and I've had conversations with Lurler in the past regarding discrepancies in the game vs what I would expect in reality much like you were expressing in the #ideas-suggestion channel. His answer was something along the lines of: What is realistic isn't always fun, and isn't always best for game design.

So I gave examples of this in my additional response, regarding lack of waste removal from the character and needing to remain offline for 8 hours to ensure your character has enough "rest". Obviously those elements wouldn't be fun, so they're not included. Are they related to wood and charcoal? No, but they are an easy to understand example of when reality conflicts with game design to illustrate a point.

I felt it would be more useful to you to provide you with a solution that will assist in your ash production than get into the chemistry of the process and how it works in real life, but sure, the forums are a good place to provide a more in-depth explanation than the #ideas-suggestions channel on the discord. Plus Lurler is usually designing many of the systems of crafting and processing materials in the game on real-life methods, then tunes them to fit the game.

For example, the process of making charcoal in real life is called Pyrolysis (https://en.wikipedia.org/wiki/Pyrolysis) involves controlling the oxygen present while burning wood to prevent combustion. Combustion is bad for creating charcoal, as carbon(what charcoal is made of) is burned away, reducing its concentration and leaving behind ash instead.

Most of the ash is locked up inside the structure of the charcoal, and getting it out would result in destroying the charcoal which is actually a suggestion I made at one point to make more ash, but Lurler decided to go with OniFlower instead. So, in this case, the process in the game for making charcoal is actually based on reality. At most, it would produce a small amount of ash, which I would guess is why the charcoal recipe doesn't produce ash since it would be minimal and annoying taking up a spot in the output where a stack of charcoal could go instead.
#7
Quote from: ai_enabled on April 04, 2020, 04:30:23 PM
Hello!

We're actually considering adding teleport gates (built by the ancient civilization for shared usage :) ). It's quite similar to your idea as the outcome is the sameΓÇötraveling between "stations" for the cost of some resource (pragmium crystals?).

Regards!

Maybe a crazy idea?: Perhaps with a gate key that holds a charge(for a few teleports) and can be recharged not by the electricity system, though. I think it would be neat to take a pragmium crystal and cultivate it in your base to growing it into a spire, as we find in the desert, and the radiation(psi damage) it puts off could recharge these keys. :) Gives a little gameplay in getting access and use out of these gates.
#8
Quote from: Khaos on March 29, 2020, 10:33:24 AM
I agree, maybe have the dolly only work on land claim space or have a degradation cost to move off claim land. This would slow down people using it the move a camp fully. If all you use it for it to move rearrange.

Yeah, the slowed movement I mentioned would make it impractical to use it outside of simply moving things around when rearrangement is needed.

My original idea was not to be able to leave the claim space, which eliminated the need for the dolly to break down over time as handling what happens to the item it is moving becomes a problem. Sure it could "land" in the space where the dolly broke but what happens if the area is occupied by another structure?

That being said I like your idea of being able to leave the claim space because you might want to transfer something between claims(since they're not really connected until T5). The tool degrading would make long distances pretty much impossible and I imagine it also occupying the character's hands as a dolly would so obviously you'd be an easy target on PVP servers. However, there is still the issue of what happens when it breaks, and being out in the world it becomes much more complicated.
#9
Quote from: Giang Nam on March 29, 2020, 05:21:33 AM
But it should be noted that the move cannot be performed during a raid like build

I agree, much like how raidblock prevents many actions within the claim would also prevent this from working as well.
#10
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.
#11
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.