This would be wonderful. Rich, vivid, detailed. It ticks all the boxes, and is the kind of thing you can cook things off as well Possibly another 'axis' would be the Dominant biosphere, so on one world we find the ecology is set up to support Glitch with their psudo-mechanical plants in abundance, while another is semi flooded suited well to the Hylotls, with rarer and more exotic ecologies besides. We desperately need your sugestions to be taken up though.
very good idea, i think you can add some tempest (cold, sand, fire). Actually i dont see a reason to visit another planet except for check presence of dungeon. now we only need a single planet to minning everything, so I suggest to separate minerals by type of planet. I explained we could find iron on cold planet, diamond on desert, gold on jungle, ect ....
i could go as far as saying... the sectors feature could be totally scrapped. But i can't ask such a thing from the devs, that would be crazy... right?
We're in the wake of a complete redo of the combat system. Not crazy. For what its worth, I agree. But I am rapidly coming to hate tier gating in this game in all its forms.
I think overall the general idea is good (lack of levels, but information given about planets to determine difficulty, as well as non-linear difficulty curve involving multiple kinds of armor—though I do worry about being spoiled about planets before touching down on them), but the devs certainly should not follow everything word-for-word, and should apply critical thinking into whether or not adding a variable to give a large number of planets the same old—if recolored—giant World-Eater worms into the game. Or the use of energy bar levels to power the overly-specifically-named "SCE" suits. Since I like getting into details, I'll add my two cents about a certain aspect of hot planets. This is a quote from another thread.
I certainly do not want my game to be populated with boring planets of any kind. Perhaps a dynamic weighted distribution model could be added to prevent planets from lacking both fauna, flora, minerals, as well as cities of any kind. The less "stuff" on a planet of a certain kind there, perhaps the more likely it will be that "other stuff" will appear, like cities. That is DEFINITELY not to say that most planets should not have an abundance of multiple things. Oh no.
Yeah I have nothing against a dead world no plants, no animals but such a place should have, oh a strong tendency to found nowhere else type ruins, or a one of a kind mineral deposit or something.
that kind of interface is exactly what i imagined when i first heard about this game. i had just finished playing through Starflight on a genesis emulator, where you could orbit a planet, and scan it and look at all its various properties: planetary mass, what the atmosphere, hydrosphere, lithosphere were all made of, weather, ores, lifeforms etc. nice mock-up OP
The whole point of this topic is to have that variety of planets, WITHOUT making them boring.By adding other things you have to react to. You wouldn't search for it, you come across it at a chance, if you want to look for it go ahead, but it is supposed to be something rare and interesting you come across.
Please don't get off topic, we don't want this post locked. Quoting this to get people back on topic as-well as say that it was a great idea to add that sort of q-a thing at the bottom of the post.
For some Space Hobo who joined Monday... well done. I'm mighty fine-impressed. Taking away this whole idea of "levels" helps add to the immersion factor.
I like the rest of his ideas except getting rid of the levels, though it does add to the immersion factor. No lies there.
oh my gosh, just, YES. this would feel more like the progression i would be eager to explore and see what danger awaits me. bigger numbers on monsters vs my bigger numbered sword, step aside. kinda wish these hazards were in all one gigantic universe, i really don't like the current tier jumping system.
That is not the only thing you have to worry about when making sure things don't become boring. I'm actually confused as to what point you're trying to make, though. What exactly is it that you're disagreeing with me on? "The whole point" of my post was to talk about balancing things of interest in planet generation. Because, yes, we do want some planets to have no animals whatsoever (for the sake of this "variety" thing everyone keeps mentioning), but there has to be a major counterbalance in order to keep these planets from being oppressively boring. But these counterbalancing things shouldn't be somewhere extremely lost in some endless expanse of useless, boring nothingness. Literally, the only thing you can bother yourself doing in an endless airless desert with no minerals or animals or plants that just happens to have some kind of lost artifact SOMEWHERE in the world is to look for this damned thing, not "stumble" upon it. What else are you going to do? Run laps around the planet? The only reason you're there is to look for that thing, and that shouldn't be happening.