As far as I can tell, the lantern Stick is the only piece of back equipment with a useful effect, I think there should be more items that can serve a use outside of appearance: I think the Acid Umbrella could make it easy to explore the Toxic Ocean without holding up a shield all the time, spamming bandages, or turning the entire planet into one big dirt shelter. The Alert System can prove to be a big help, considering that meteors are insta-kill. The others aren't totally necessary, they could probably just be extremely rare items. The designs and color of each item is open to change based on where they should be found, or how they should be crafted. I await your opinions.
Except for the Acid Umbrella and the Alert System, all of the items seem quite a bit OP, specially as they give buffs which are best left to food and stimpacks.
I like it, but as far as those current ideas... There's nothing food can't do than your equipment. For example, fall damage is pointless with the new equipment. I could just eat a pussplum and I'm ready to jump into a massive cave carefree. As for the radiation protection: I think it's a little bit too OP. Just a tiny bit. But I'm so with the new equipment idea don't get me wrong there.
Currently, status effects are only applied by consumables and status pods, however this is a beta and these ideas and systems are still being fleshed out. Right now they function more as proof of concept rather than fully integrated systems. The farming progression is still being worked on, so I believe it's still fair to say the almost totally barren back-items niche is surely still up for debate on how it can be improved and function as its own unique progression path. Sure you can use a consumable to give yourself a strong, timed status effect; But back-items should fill the role of accessories that give us passive buffs and enhancements. The key is to balance the potent effects of consumables with the lesser but constant effects of back-items while also creating functions for back-items that will make them unique in comparison to the more established consumables. Take a look, below is my swing at balancing out the above items (with some artistic license) to cater to the individual play-styles they're designed for and the sci-fi theme of the game (Open to suggestions, just finding a reasonable balance): • Eco Barrier (re-sprite as a transparent shield bubble composed of hexagonal tiles, rather than an umbrella) - Unlocked at Tier: 4 (This is the tier of Radioactive Stars) - Crafted with 10 Uranium Rods and 20 Durasteel Bars at the Robotic Crafting Table. - Consumes energy rather than health when the player is damaged by the effects Poison, Burning, and Melting (Unfortunately there is no way to exclusively react to damage dealt by liquids that I'm aware of, as this previously suggested). - This with no multipliers to the exchange rate seems balanced as is. The Eco Barrier would only protect as long as you had energy, and given the raw damage and rate at which these liquids deal damage you would only be able to spend a fair amount of time in them respectively before you were forced to find shelter and regenerate your depleted energy bar so that you may return to the hazardous environment. - Current damage values from liquids: Lava = 30, 60, 120, 240... | Poison = 6, 6, 6, 6... | Acid Rain/drop = 3 (this quickly stacks while stationary, and even faster while in motion). - This makes a slip into lava marginally tolerable and allows for decent exploration of poison ocean planets, however would not protect from the upcoming projectile traps and existing tesla, spike, and saw traps. (Sub-note - Starbound seems to be going in the direction of not disabling techs/effects/things like this Eco Barrier I'm suggesting, in challenge rooms. I'll start a thread about this and how it may become an issue in creating an equal playing field for the difficulty of obstacle courses between players. As a long time player of MapleStory I'm a huge fan of competitive jump quests, and am completely aware of how increased mobility between classes can ruin the experience during these events). • Impulse Satellites (Rename of Dash Satellites) - Unlocked at Tier: 5 - Crafted with 10 Refined Aegisalt and 5 Durasteel Bars at the Accelerator's Table. - Constant, level 1 speed boost effect. - This way it comes as a fair trade-off for the other back items, especially the original and IMO highly undervalued Lantern on a Stick (Without this item mining would be strenuous), and does not out-mode the food progression system. • Drift Satellites - Unlocked at Tier: 5 - Crafted with 10 Refined Rubium and 5 Durasteel Bars at the Manipulator's Table. - Constant, half the gravitational force reduction as the Light effect. - Staves could become viable weapon choices when paired with the increased air-time. - +Awe-factor for drifting space magicians ┌ New Addition • Warding Satellites - Unlocked at Tier: 5 - Crafted with 10 Refined Violium and 5 Durasteel Bars at the Separator's Table. - Absorbs 15% of incoming damage as energy drain. (Originally planned for 10%, but do to the evasive advantage of Drift/Impulse Satellites with ranged weaponry AND the lack of uses for energy as a warrior being an astounding NONE in the current build this was the result. Also when paired with the Rubium Set, casters will likely be able to survive the one-shotting quest boss ShockHopper necessary to continue to the last tier). ┌ New Addition • Auxiliary Satellites - Unlocked at Tier: 6 - Crafted with 20 Refined Solarium and 5 Durasteel Bars at the Accelerator's Table, Manipulator's Table, or Separator's Table. - Constant, half the effect of the Rage buff. • Balloon Bundle - Unlocked at tier: 4 - Crafted with 40 Plant Fibers and 5 String at the Robotic Crafting Table (Cuz ya' know, you gotta turn plant fibers into plastic). - I would like to move this back to Tier 3, when progression generally gets tedious, so we can have a fun little item to play around with instead. However i'm not sure if you could actually make rubber balloons with Tier 3 technology, PLEASE PROVE ME WRONG!! - No changes here, this item seems perfectly fine and only meant for fun anyway. Let's be honest the effect was never useful. • Barbed Shell - Unlocked at Tier: 4 - Crafted with 20 Hardened Monster Plates and 30 Bio Samples at the Robotic Crafting Table. - Thorns effect for 10% of inflicted damage. - Consumes energy equal to 100% of the reflected damage. ┌ New Addition • Ballistics Chamber - Unlocked at Tier: 5 - Crafted with 10 Refined Aegisalt, 5 Durasteel Bars, and 10 Gunpowder at the Accelerator's Table, Manipulator's Table, or Separator's Table. - Thorns effect (with the same range, re-textured as bullets) for 12.5% of inflicted damage. - Consumes energy equal to 75% of the reflected damage. ┌ New Addition • Nova Reactor - Unlocked at Tier: 6 - Crafted with 15 Refined Solarium, 10 Core Fragments, and 5 Durasteel Bars at the Accelerator's Table, Manipulator's Table, or Separator's Table. - Nova effect for 15% of inflicted damage. - Consumes energy equal to 50% of the reflected damage. - e.g., (Comparison of raw U.G. Tier 6 Hammer damage) Inflicted Damage= 1023 | Reflected Damage= 153.45 | Energy Consumption= 76.725 • Early Warning System (Alert System) - Unlocked at Tier: 5 - Crafted with 5 Platinum Bars, 1 Circuit Board, and 1 Laser Diode at the Wiring Station. - No other effects besides a heads-up before meteor collision? Very balanced. - We all want need this. Balancing back-items is pretty hard, especially since in theory the back-items effects would stack with their food counterparts. Also, they have to be useful in practical situations, and have an equally effective mechanic available for enjoyable counter play; Both conditions must be met otherwise the item will become completely unused or heavily overused accordingly (This comes to mind heavily with the Thorns type items, as they force enemy players respect their melee advantage and use ranged weaponry or compensate for the reflected damage with defensive/healing items) . This leaves a multitude of possible back-item + food syncs which could be amazing if you dedicate to both armor and farming progression. It would also make for a much deeper PvP experience.
Well, Nothing is overpowered as long as there is a certain level of progress required in order to make it. There are a lot of overpowered items, its only the processes required to acquire them in order to progress
These seem like they'd make an interesting mod... I don't however see how an acid umbrella would allow you to survive in the poisonous oceans... Maybe like an antidote injector that monitors your blood and injects an antidote when it detects the poison? Also you could attempt to request this be made as a mod. However where talking about the vanilla game here.
it wouldnt make it easy, just more convenient. when was the last time YOU explored inside a poison ocean? NEVER! well, with one of those backpacks you can.
When has a poison ocean had something worth exploring? If you are trying to get to the bottom then you can make a shaft.
You can find some blueprints there, ut it isn´t worth it. You can also find some weapons and vanity sets there, which may make it more worthwhile.
But nothing IN Plus the same argument could be used for magma planets, so I guess we should have an item to negate lava.
That has honestly been one thing that bugs me, poison and lava ocean planets are pointless. This would change that
I would prefer actual content on said planets LONG before they get around to back items that negate the threat entirely. Making an item to force a purpose is backwards logic.
lazarus, if you find that there's no point to go into poison oceans in the first place, how would the item be overpowered? Second, he suggested (if you would simply take the time to read a single sentence) an umbrella that only negated the effects of acid rain, no where did it say the effects the actual poison ocean itself. Third, even if as you assumed he had suggested complete poison protection, which he did not, this does not mean that you would also have to create an item to protect against lava. A single cup-full of Lava is far FAR more dangerous than an entire ocean of poison, and in a game where we are advanced enough to be able to travel to PLANETS that are literally molten at the crust and be able to survive the temperature of the atmosphere, heck even in real life we have suits that allow us to operate in hazardous liquids so there is no reason why our futuristic space explorers shouldn't already to be able to explore poisonous oceans. I'm pretty sure every one of us expected the radiation nanoskin to protect us from poison and the heat nanoskin to protect us from lava. The weirdest thing to me was that frozen oceans didn't have deathly cold water in frozen star systems, which i believe they should (it's common sense). Finally, the OP states that the suggested items are open to change. It's like you don't consider the progress being made on them if they don't look perfect at the 1st stage of the development process. You try to shoot down far to many ideas and come off as a person who simply wants to kill all community creativity even though you bought the game knowing full well it was still in a very beta, subject to change state. Retire from your crusade against new ideas and stop believing that the way things are right now is the way things always should be. I've yet to see a post from you that is in anyway helpful to anyone on the forums, its actually become a habit to see your avatar next to a post, sigh, and scroll down to see someone else solving the problems you didn't. Now, back to what I originally had come here to post before I saw your tiresome quarreling killing this thread. I, as a constructive member of the community, have sprited 2 versions of the impulse and drift satellites and am also working on sprites for the other back-items. But for now, I can show this:
Lots of words, lack of indentations, difficult to read. So ill just respond to the first sentence. Such a thing would render the entirety of the planet's main danger moot. AND, it's not even a nano suit. Having O2 and heat/cold/radiation in one suit is already, IMO, too much because it means Oxygen is only a problem for as long as it takes you to get the O2 nano suit, so like 20 minutes?[DOUBLEPOST=1432646774][/DOUBLEPOST] Ok, so I managed to force the mess of text. (Seriously, break yup sentences), and all I can say is... "lol... wat?" You clearly have not seen many of my posts if you honestly believe that. I am probably among the most understanding people when it comes yo the game being in development. I love new ideas, if they make sense. I am here mainly for the modding, which is basically the definition of new ideas. And I have indeed helped many people. Ive been registered here for 6 months less than you, but only active for like 2 months, and in that time, I've gotten 400 likes. Sure, I may be a loud mouth, but I must be doing something right to have been here less time than you and achieve recognition. I am outspoken. Get used to it. And for the record, I do like the umbrella idea.
I only became active after I actually purchased Starbound on steam which was 3 days before the Huge Winter Update, this account was made back in 2013 because that was when I had initially heard about the game's development. The reason I have so few posts is because I don't argue on moot points or for the sake of hearing my own voice. I live on the west coast of the united states and consequently read the forums a minimum of 3 hours after the west coast has already discussed them. So before I post I read other's comments to see if they've already mentioned my point of view on the topic. If so, hurray they get a like and I move on. However if not, I pour hours of my time into making a clear and well thought post stating how I feel about an update/idea and or how it can be improved. As it stands I have about a 3:1 Like;Post ratio, meaning that every time I post at least 3 people actively agree with my point of view. The main reason being the quality of the information being presented as it considers the arguments of both sides and compromises in a way that is genuinely appealing to everyone. However your Like;Post ratio isn't even half, so although you've posted countless times on any forum you've come across in the short 2 months you've been active (spreading your net for likes as far as possible), hardly anyone actually finds your input helpful. So you can take that attempt to belittle my recognition in this community back to the dump with yours. Not that this isn't a half-valid point (considering the suggested changes I made to the item to make it balanced), I would indeed like to see more world and story content (especially for these unique ocean planets) be added before they get around to back-items, but using this as a reason to shut down the creation of these items entirely as you've been arguing for in the previous posts doesn't make sense. It pretty much states you did not care about these items in the first place and only came here to abolish them in hopes of getting your preferred content implemented faster. The hypocrisy is strong with this one. Please refrain from stating how much you dislike an idea (the Acid Umbrella in this case) and then turning your opinion on a dime the second you receive backlash for said opinion. If you back down at the first sign of opposition then what's the point of taking a stance in the first place. You cannot please everyone by simply saying you approve of two clashing ideas in separate posts and just go on hoping no one reads the other. That's not how it works. There's no way you can honestly believe that a back item unlocked by progressing and then still needing to be crafted with mats from the star system its supposed to protect you from, is somehow more game-breaking than a permanent nano suit that is unlocked as soon as you gain access to radioactive planets and also nullifies all unique dangers of said planet. And last but not least, you still have yet to consider any of the changes I suggested to the OP in your retorts. Meaning either you didn't read them at all, which wouldn't surprise me, or that you actually found them to be great ideas and are simply avoiding them in an attempt to keep any of your complaints legitimate (which none of them have been for 2 days now). Here's a reminder just in case you can't find it as you're too busy scrolling past everyone's contributions: I'm sure I had more holes to poke in your arguments, but I can't seem to remember them at the moment nor do I really want to spend the time typing them all out. Perhaps I'll wait a few posts to see the new developments in this thread and continue from there, this post is becoming rather long anyway. In the meantime you can try focusing your next rebuttal on something other than reputation and grammar, like oh I dunno maybe. . . the items being discussed in the thread.