So there's been a lot of talking about DNA mechanics, which I personally think are absolutely necessary (yeah, because I'm a cool guy). Then I also read about environmental hazards and planetary conditions. Then about levelling up in some way, or obtaining perks. Then... why not make all of that coherent? Now think of this. Killzone. Helghasts. They became such monsters simply by pure adaptation, after breathing so much noxious gasses and other things, their body grew accustomed to them. So why not have this as a means of developping certain abilities? Hazardous planetary conditions would damage you, but for each certain ammount of damage received (or debuffs, or conditions or whatever), you would start to adapt to it. Maybe even developping a vulnerability in return or something. Of course this would be incredibly slow, imagine developping a 1% resistance to the hazard after each 1.000 damage points or something of the sort, AND only by moving, you woulnd't be able to just stand and let the game do its work (powerlevelling). Some idea like this would be awesome. Characters would grow incredibly unique, according to the worlds they live in!
Maybe have major (optional of course) adaptations like penguin flippers once you reach a certain amount of adaptation points ( ice resistance and swimming ability in that case)?
Thanks. And my avatar is meant to do that, wait till you see the signature i'm making, you pretty much defined it.
it's an interesting idea. but i think a game mechcanic like that would encourage players to only visit one type of planet, because they'll have/develop resistances to that type of planet and would avoid visiting the vulnerable ones, and this would essentially restrict players of what planets they can visit. I'm all for uniqueness, but not anything that could restrict gameplay. plus this kind of mechcanic would have a need for "grinding" to get any real benefit from it, which i don't think would fit well. sorry if I offended you with this.
Well for one it would only limit players if they themselves chose to get limitted. And anyways, that restriction is easily avoidable, just make it so that you don't develop any vulnerabilities, only resistances (again, at a tremendously slow rate). Also, I don't really get what you mean by grinding, so if you could explain... And no, of course I'm not offended, why would I be? ^^
By grinding I mean in this case that you would try spending 15mins-30mins trying to develop a cold resistance on a low threat planet, so you don't have to worry about about being cold on a higher threat planets. (sorry if that's not clear, I suck at explaining things) I still disagree with this being done with player characters, but this would be an awesome addition for the creatures you can capture and train.
Indeed it would be awesome for creatures. Anyways, about the grinding thing, lower tier hazards would make you develop less resistance, maybe even be capped at the level of the planet (they said planets would have a difficulty level going from 1 to 100, well, then imagine spending 4h on a 10 level planet, you would develop a maximum of a 10% resistance). Also, as I said, you wouldn't build up that resistance by just standing, so that you could leave the game open and powerlevel, you'd need to move and do things, basically not being afk. Also, there could be a top maximum resistance for a player to develop even in the hardest planets, like 50% or something. I see your point, but I still like the idea. It's true though that it could be easily broken ^^
It's a good idea on paper, but I dunno how well it'd work in practice. I just know that many would idle on such planets and go to sleep irl and complain about how slowly you evolve... It'd probably be smarter to tie that sort of stuff in effort or skill rather than time.
I keep saying, there would be a system to avoid that kind of behaviour, like you'd be forced to DO stuff on the planet, not just standind out in the fresh acid air. If the game detects activity, your evolution meter would slowly increase, if it doesn't, it doesn't increase. After all, evolution makes you ADAPT to environments, and that means being able to live and perform tasks on said environment ^^
i like it being passive, i little perk you get when exploring a planet instead of just grinding like with most things. and it helps your character feel a bit more unique
Exactly, nothing major, just a small trait. It could end up showing as a vanity effect, like changing skin colour or things like that!
But then of course if you are trying to specialise your character in a certain field you should be some bonuses for the things you do most
Exactly, it would be simple. Spending most of your time on poisonous planets would increase more your poison resistance than anything else, thus specializing you in that kind of environment ^^
Who would purposely choose to gain a vulnerability if there was an option to turn it off? Being active only changes it from stalling to actively grinding your adaptations, if something is going to take time to get and someone wants it they WILL grind to get it. Especially if that is the most effective way of getting it(E.G.:make a platform that goes all the way around the world and then just run on it in one direction until you adapt).