What would it take to put together a small mod demonstrating some of the basic concept of these varied environments? Say: -A way to mark some planets as having "toxic air" -A new armor type (maybe using existing graphics) that protects vs. toxic air if you have the full suit, and that has poor armor value for the tier of material it requires -A way to detect if you're wearing the full suit -A way to impose the existing "Poisoned" debuff on the player continuously Ideally there'd be some way to detect whether you're in an enclosed shelter too, but that's probably too ambitious for this kind of mod. Alternatively you could test it in the form of "acid rain" such that if the player isn't in front of a background wall, and there isn't a ceiling directly overhead, impose Poisoned. Also such a mod would ideally raise the ore rate or something to make these dangerous planets worthwhile.
We need a sewer planet with an NPC version of Tay Zonday. Then you should make it rain on that planet. 24/7
"@Tiyuri: Next on the agenda, environmental hazards, extreme weather, meteor showers, acid rain, gravity variation, non breathable atmospheres + more" Seems like something is changing guys
Now this is exactly what I was thinking about. Regarding planets I would also add a little thing that I find strange and I am not sure if it was mentioned. Planet distribution - now it is weird to have ice planets on orbits close to the star. Adding the hazards would require the planets to be also distributed more logically at least temperature-wise. I.e. extremely hot, radioactive with no atmosphere very near the star, cold, unforgiving further from it and so on.
That tweet definitely indicates a step in the right direction! It's nice to see developers that take good community feedback seriously.
What about a Civilization tab? It could tell us if there is intelligent life there, if it is friendly, and what race it is.
Hey guys! Two things to celebrate: As was mentioned, Tiy made a tweet suggesting this is the direction he'll be working on next! I made a final edit in the OP with a link to it. Hopefully this is 'mission complete' and we can fuss over the details of each system as they're revealed to us. And just remember, when you're playing the game and dying horribly from acid rain, or your house gets blown up by meteors, or your tunnel collapses because of the gravity - Its your own fault for saying you wanted it. Second: My forum account is a week old today! At this rate, I might have 10 posts by late January!
Hello, first time poster here - Floran is making an entrance just like the OP, although not as grandeur. I like the idea of tangible racial differences. Cats are not the same as dogs, and logically nor would an Apex be the same as a Glitch, or Novakid for that matter.
After this they have to work on nixing separated planet tiers, its hard to see every planet in a star map as lvl 1
This is the best idea, but Starbound doesn't seem like a serious enough game to tackle it. The ore hierarchy and boss fights and game progression make it feel much more like an arcade game. This is straight out of Starflight, and I love it.
It could go even more serious though. Instead of a universal "toxic" atmosphere, each race has it's own preferred atmosphere. The floran homeworld could have a toxic atmosphere for humans.
Glich would make more sense. Oxygen is reactave, why we need it, Oxygen+hydrocarbons = water, co2 and energy. But reactave also leads to metals also oxidising so the optimal for machines, and the norm without something putting it back, is no free oxygen.
Wow, what a great thought out response. It really nails a lot of the areas in this game that have just given me a "meh" feeling so far. I really hope a lot of these ideas are implemented. I like the idea of taking sectors out and having a mish-mash of everything together, which would seem much more realistic. I like the idea of readouts of details on the planets, but like others have mentioned, it should definitely be something you find out after you land. That way it would be much more exciting exploring the universe. You land on a planet that has badass monsters, or toxic gas, or volcanic eruptions, or whatever, and you are totally not prepared, you run like hell or beam up if possible, and get the hell outta there. Adrenaline rush! You come back once you're better equipped. But there's still the whole blandness to the planets. I really hope that many smaller biomes within each planet will be coming. Without them I just don't see how you can get excited about landing on these planets. I become more and more underwhelmed with each new planet I land on. Below is what I was hoping for Starbound to be, while daydreaming, waiting for the beta to be released... I thought each planet would be like a small to medium size map of Terraria with many biomes, lots of tasks, lots of figuring out how to level up your gear, many mini-bosses, lots of stuff to do, hours upon hours of exploring, preparing, building. And then finally after gaining enough fuel (because fuel would be very rare) you would be able to travel to the other planets in your planetary system. Traveling to these planets at first would seem mind boggling because you had previously been tied to this one planet for so long, with so much to do, and now there are multiple planets to explore! But you still can't leave your planetary system.. not yet. Each planet in your system would have it's own unique difficulties and environments, mini-bosses,etc. Some planets would be harder than others and you would have to figure out which one to travel to through trial and error. And then once you have finally visited all of the planets in your system, leveled up all your gear to the best of your knowledge, and wiped out the mega-boss in your system, you FINALLY gather some kind of super fuel, that would allow you to travel to other planetary systems. You also obtain a piece of a star map, hinting at other pieces to be found. Looking at the star map fragment you would see numerous stars you would be able to travel to. Your planetary system, which at one time seemed infinite in scope, now seems insignificant in comparison. From there on travelling from star to star would be much easier because out there the super fuel is much more abundant. Once you land the process starts over but with a bit less of the early leveling of gear, maybe a few less mini-bosses, but there would be new ores, materials, abilities, gear and a new progression of events that would potentially take you to the final end-game.. if there is one.
Someone else is bound to have mentioned this as well, and I don't know if anyone will read this reply.... One of the things you mentioned that has been nagging at the back of my mind all on it's own is the variation of difficulty from the terrain itself. Hazards like stalagmites and stalactites, thorny bushes, lava, and such already exist in the game, and as such take no extra effort to craft, only to edit how they are placed during generation. The more dangerous the hazard or hazard combination (certain things are going to synergize in evil ways) they later/deeper it should appear in the game. The size, shape, and frequency of airspace in the underground can have a huge impact on how the game is played in certain areas. I use terraria as an example, but the same is for almost any spacial style game. The corruption zones where hazardous because they included long vertical shafts that were often hard to avoid while trying to fight of flying enemies. When you dug deep enough (from the 'underground' to the 'deeps' areas where skeletons were found) the size and frequency of air space increased, making it harder to move around without planning and/or aid. The jungle was about half solid chunks, with large open areas laced with thin barriers of mud, large amounts of vines to help block line of sight, but still leave you vulnerable to ranged attacks from swarms of wasps. applying this basic concepts to the scale of worlds could make for some very interesting game play as things progress, meaning that the player would have to develop different strategies for different environment types. The creatures that live in these different environments would have to develop new survival strategies as well. *Arboreal: lives in trees. For forest, jungle, swamp, etc *Crawler: Instead of jumping around, they would be completely grounded, but able to crawl along vertical wall pieces (or later on, even upside down). *Ambusher: What do you do when all the food is faster than you? Lure them in. *Drifter: Jellyfish get pushed around by the current with very little say in the matter. *Water Strider: Ocean worlds, swamps, etc. *Symbiotic: Always found with a certain other life-form. *Parasitic: attaches and drains. *Curious: will follow the player around (at a distance) just to watch. *Pack: Travels in groups *Herd: Travels in BIG groups. *Loner: derp *Scavenger: drawn to dead animals *Panicky: flees from the player *Miasma: surrounded by a cloud. *Passive: Like the do-do bird, unable to coup with being hunted. *Camouflage: for predator and prey alike. I could seriously list 50 more if I tried. And just as their behavior could very much more wildly, so could the effects of their attacks (instead of just more damage). *Drain energy *Blindness *Dizziness *Itchy *increase hunger rate *stun *weaken *etc. How about terrain that has different traits? *slow you down *slippery when wet *soften landings *blown around on the wind *super traction (instant stop) *sticky *flammable *makes a lot of dust when walked over (moon-dust, ash, etc) *dead zone (no signal) *breaks/crumbles (thin ice, poor ledges) *bog lights Flora hazards/traits? *mushrooms that burst into clouds when walked over *trees that have a chance to explode in the cold *crystal trees that break branches in the wind *sharp, rapidly growing grass *grasping roots that try to snare you *glowing fungus that covers large areas of caves *poison ivy I know that not all these things will make it to the drawing board, but if you include even half of them (incrementally as the game progresses) would mean the game would actually progress. rather than the semi-static feel it currently has.
My god this is long But i understood what you meant (i think) There will be thing like this it will be a fact