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The New Cold/Heat/Radiation Protection System.

Discussion in 'Starbound Discussion' started by bailesaur, Dec 24, 2014.

  1. Infeston

    Infeston Orbital Explorer

    /sign
     
    HI-MAX² likes this.
  2. Bagel

    Bagel Scruffy Nerf-Herder

    I think some similar ideas have been thrown around. Why not implement a system where the techs reduce the effects of these hazardous environments but don't completely get rid of them? Then you also have a choice to combine the tech with a suit or armor type that will stack to grant full immunity to said environment, but that is at the cost of stronger armor?
     
    MysticMalevolence likes this.
  3. Pandora13

    Pandora13 Scruffy Nerf-Herder

    ...and the dumbing down of games continues. Starbound had such promise. Take Cold Protection for example:

    "...breathe on airless planets and moons and have protection from extreme cold"

    This is supposed to be a space game, traditionally you need space suit to breath on airless planets. With this tech, any challenge or need for life support is taken away. It saddens me that this is the state of gaming and a recurring theme throughout modern games. Such ease at surviving extreme conditions or airless planets, dumbs down the game. Gamers are getting an easy time when playing, there is no challenge; just equip this magic tech and you'll be fine. I miss the snow suit, not only because it reminded me of Hoth, but also, it made perfect sense to need one. I'm not saying that the old system was perfect, trying to place enough campfires to stay warm was tricky, but at least there was some sort of survival involved.

    I plead with the modding community, please change this system. Bring back the challenge of surviving and needing to prepare with a good old snow suit. Obviously, I don't expect any change in this new system. I'll have to find a challenging game somewhere.
     
    Last edited: Dec 26, 2014
  4. Montychuck

    Montychuck Subatomic Cosmonaut

    That's exactly the reason. It provided some variety among planets rather than just having them all pallette swaps of each other.

    You said it yourself: We have an infinite amounts of planets to visit. What's the problem with the coldest or hottest places requiring special gear? Nobody suggested that literally every single planet be inhospitable, but in specific biomes, they add a lot for those that enjoy them.
     
    SweenMachine likes this.
  5. Cipherstar

    Cipherstar Scruffy Nerf-Herder

    It'd be nice if instead of suits the progression path led you to blueprints for special heaters/coolants that you have to place on the hot/cold worlds so you had to build bases on the planets and work between the bases to survive. There could sill be the suit, but it's only a buffer. Sort of like losing air when under water (Without current suits). But the suit wont recover until you get into an opposite field (Warmth on a cold planet, chill on a hot planet) so you'd have a little wiggle room. Radiated planets would be much the same. Likewise the air suit could have a limited supply.

    But as a result we could also find a conjoined "Thermal suit" tech to provide both benefits, but without air. And then a final "Enviro suit" that rounds them all up together but provides less of a buffer. Useful in general but less effective, which would be good for hopping between already built upon worlds where you have some bases set up already and just need to go base to base rather than take the time to make the bases as you go and quick excursions.

    That way it'd feel like you actually have to survive and provide more actual gameplay and things to do. I've capped out. Max ship, all quests, I feel as though there is nothing left for me to do. Having a system like that in place would give me something to do- cultivate hostile worlds.
     
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  6. Osmedirez

    Osmedirez Phantasmal Quasar

    ^^^^^ This. Since they have tech that allows for altered gravity, non-destructible, etc, it seems like field generators should be a thing. But probably won't be a high priority until we get the 'building' progression in game.

    My imagination goes Suits > Field Generators > Terraforming in terms of future builds of the game.
     
    SweenMachine likes this.
  7. jpmrocks

    jpmrocks Phantasmal Quasar

    You can find radiation tanks. Havent found anything for lava oceans though.
     
  8. Jellypuff

    Jellypuff Subatomic Cosmonaut

    There's "Antidote", which is buffing you with poison resist for a bit.
    Maybe there's something similiar to survive in lava, too?
     
  9. cooltv27

    cooltv27 Heliosphere

    my suggestion is bring back the temperature "levels" (this area is this cold/hot, this area is worse) and add items that produce/remove heat in an area (then also apply the same thing to radiation) and leave the techs in
    if this change is made then it can make sense to have multiple hazards on a planet (this planet is highly radioactive and pretty cold) allowing you to negate one but still have to deal with the other, or have fun trying to deal with both.
    this way you can have planets "gated" behind a tech (your technology cant deal with this level of heat) without having each planet be rock paper scissors
     
    bailesaur and jpmrocks like this.
  10. ObsidianDragon13

    ObsidianDragon13 Scruffy Nerf-Herder

    It feels harder than before to me and way more fun!
     
  11. HI-MAX²

    HI-MAX² Scruffy Nerf-Herder

    Just got the cold protection suit... And this sucks. The description should be changed:

    "Nullifies extreme cold, the need to breathe but mostly the fun and the challenge of the game." :lod:
     
    bailesaur likes this.
  12. Jellypuff

    Jellypuff Subatomic Cosmonaut

    let me fix that:

    "Nullifies extreme cold, the need to breathe but mostly the fun and the challenge of the game for some people."

    It's an opinion kind of thing and you can only please so many peoples.
    Some find that neither fun or challenging, instead, they think it's just annoying.

    Personally, i'd be fine with or withouth heat/cold/hunger, but prefer to have the option during character creation regardless.
     
    Heartstrings and jpmrocks like this.
  13. HI-MAX²

    HI-MAX² Scruffy Nerf-Herder

    Well, if they want to provide an more "Metroidvania experience" one nanosuit would be enough. This one would be upgraded after certain quests, that simple.

    The way it's in the present seems broken anyway.
     
  14. jpmrocks

    jpmrocks Phantasmal Quasar

    That seems more broken. At least with what's current, you still hve to choose which suit. Mashing them in one is just penny foolish.
     
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  15. Zuvaii

    Zuvaii Heliosphere

    No you don't choose which suit, you just look at the planet's description and switch to the appropriate nanosuit so you can explore the planet after beaming down. No one in their right mind would beam down to a radioactive and airless planet with the nanosuit that provides protection from extreme cold.
     
    HI-MAX² likes this.
  16. jpmrocks

    jpmrocks Phantasmal Quasar

    You still actively select the suit. You still but SOME thought into the decision. What whathisface said, was to just put in a universal suit of resistance.
     
    Heartstrings likes this.
  17. Zuvaii

    Zuvaii Heliosphere

    Yeah, you spend all of maybe 20 seconds at the absolute most selecting the correct nanosuit for each biome from the safety of your own ship before beaming down, so it may as well be a suit of universal resistance because the extreme heat/cold/radioactivity biomes are all mutually exclusive. There's no real thought to doing so, if you don't use the right nanosuit, you can't explore it. Don't go telling me and everyone else otherwise, we're not stupid.
     
    SweenMachine likes this.
  18. HI-MAX²

    HI-MAX² Scruffy Nerf-Herder

    Zuvaii is right. The decision of walk for like 2 seconds and change something is more irrelevant than the whole protection suit techs thing... :facepalm:
     
    SweenMachine likes this.
  19. Zuvaii

    Zuvaii Heliosphere

    Here's what I would prefer: The mine quest that allows you to repair the FTL would give you a universal Nanosuit, and the follow up quests would add various techs for a weapon slot, armor (as a whole) slot, and a shield slot. A weapon tech would be allowing extra ranged or melee damage with no downsides, but the benefit would only be a 10% increase in damage, more for ensuring you one-shot weaker mobs and require maybe one to two less hits against stronger ones, and a weapon tech that would allow hammers to block with more iframes than a broadsword, but it would take longer to refill the bar, a broadsword tech that would allow the bar to refill much faster for more parries, but you'd have fewer iframes when parrying, so you can parry more often but you need to time them better to make it worthwhile. An armor tech would be increasing energy regen by 20% and ranged damage by 5-10% or so but make you more prone to being knocked back, like your character is taking time to aim their shots and is more focused on a good shot than bracing themselves from a nasty hit, or you get more armor relative to what you have equipped, but it lowers your energy by 15-25% and a specialized versions offers even more armor but also slows down your overall movement, making it harder to get out of a tight spot and you'd still be susceptible to status effects. A shield tech might make your shield able to regenerate the bar quicker, but take fewer hits and it has to refill completely before it can be used again, similar to accidentally draining your energy bar entirely. There would also be a tech to make your shield similar to a tower shield, which would block far more damage from whatever hit it, but it takes 0.25-0.5 seconds to set up and take down, you can't attack while shielding yourself, and attacks from behind do normal damage and immediately end the tower shield effect. Like in the mech fight, you could activate tower shield mode when the fist attack is used up against the wall to remain safe from the massive damage of the fists (against the wall, the fist would count as hitting the front on both strikes in the later phases), but you would have a much harder time hurting the mech while it's stunned because you need to travel to the other end of the arena. You could also have a shield tech where you can block smaller, constant hits and they wouldn't count, but bigger individual ones can guard break you much more easily, forcing you to rely on your other techs or dodging to avoid damage.

    You could mix and match the armor, weapon, and shield techs to be a jack of all trades, or specialize into a playstyle like the Accelerator does for ranged combat, the Manipulator for Staff combat, and the Separator for melee combat, making you even better in that playstyle while hurting the other areas as compensation. That would require much more thought than selecting different nanosuits.

    edit: also, to clarify, the weapon techs would require the right weapon type to be equipped to provide their effects, and shield techs would require using an equipped shield, obviously. I feel like I have to clarify or someone will think I'm implying you can use a shield tech when using a two-handed weapon when no, you can't.
     
    Last edited: Dec 27, 2014
  20. MysticMalevolence

    MysticMalevolence Oxygen Tank

    I never liked the snow outfit. In fact, I only used it once! It honestly just felt restricting. Besides, it soon became obselete as I obtained aegisalt armor. The tech system isn't ideal, but in my opinion, it's much better than what came before... the temperature system was half-baked at best.
    I think @Lintton had the best idea here, but personally, I feel they should be back gear as opposed to full suits.
     
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