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The New Cold/Heat/Radiation Protection System.

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

  1. MysticMalevolence

    MysticMalevolence Oxygen Tank

    ...Snow's actually quite a good insulator.
    It might be interesting if going underground/into the snow (where temperature is pretty much stable), and not being affected by the cold.
    Of course, this goes back to the whole "fluid temperatures" discussion, but I digress.

    Having a third slot might be nice. The problem is, of course, clutter; the inventory screen might get a bit hard to manage with four more slots.

    Perhaps oxygen could go back to being backpack-dependant. The other three would still be techs, however, techs that must be upgraded with an increasing amount of resources (such as the ship, or the matter manipulator) over time. Upgrades would let you go to certain parts of the planet your tech wasn't powerful enough to visit previously, and maybe letting you go to colder/hotter/more radioactive planets.
    Maybe there could even be a time limit for being on the planet that increases with upgrades, eventually becoming infinite (in the case of cold and hot planets, it would be possible to survive longer using heaters, insulation, ore AC).

    ...That idea probably sounded horrible to most of you. I'm just brainstorming here.
     
  2. CrowScape

    CrowScape Void-Bound Voyager

    We already have a third slot: it's under tech in the "suit" tab. And it's just as uninteresting as every other third slot mechanic that's been proposed here: you will always wear the gear that gives you the best protection against the environment you're going to. Yawn. But hey, as a consolation prize you get the illusion of choice, in exchange for dealing with menus every time you switch environments. So at least it's got more UI faffing in its favor.
     
  3. SivCorp

    SivCorp Parsec Taste Tester

    Well, we are all just brainstorming here... for that's all we really can do. I'm going to sleep on it, and propose a better solution in the morning.
     
  4. Skullcatron

    Skullcatron Void-Bound Voyager

    Day 1. I tried to swim through lava, It burns.

    Day 2. I tried to swim through cold lake, It's godly Freezing

    Day 71. I tried to swim through lava with heat protection, It still burns

    Day 9,291. I tried to take a dip in a poison water with radioactive suit. It hurts.

    I don't think It's that true from you, The suits does not protect you from harmful lava or anything, It keep the planet debuff off your back, If you go into radioactive planet without radioactive protection suit on, You'll automatically get radioactive debuff the FIRST second you land there, And it deal high damage period over time. This apply to other planets, and It hurts like a truck slam.

    The suits however does not prevent damages from liquids contact, Like If you think you're god and you walk through lava, You'll suffer a heck of a damage. [ 20 damage per second in the pool for me here, Probably 100 for you. ]
     
  5. Aroxys

    Aroxys Scruffy Nerf-Herder

    Actually, I've been able to swim in cold oceans for extended periods of time without so much as a hint of damage with the cold suit tech. Lava's kind of a no-brainer since that's, you know, molten rock and is generally far hotter than the atmosphere.
     
  6. BloodyFingers

    BloodyFingers The End of Time

    I'm in favour of, instead of nanosuits that provides instant heat/cold/rad resistance, you are granted blueprints for augmenting pieces of armour with specific resistances. Take a cool looking and protective durasteel armour, add some leather and/or other ingredient to the crafting table and BOOM: cold-resistant Durasteel armour.
    That way you can have your prefered armour equipped but with the benefits of enviromental resistances. They can even add other forms of augmentations, like higher jumping or speed. It would kind of work like enchanting things in Skyrim, only with a sci-fi flair.
    -edit-
    Perhaps adding slots to tiered armour for those improvements. Like, the higher the tier, the more slots you get, so you can craft the ultimate survival gear later on that allows you to brave any enviroment.
     
    Last edited: Jan 7, 2015
    n1t3n and Ambadastor like this.
  7. Akre

    Akre Pangalactic Porcupine

    I hate it. Basing level progression on this, destoyes all the biome variety allowing just one biome per level. Horrible idea, as different biomes was one of SB's biggest advantages.
     
    SweenMachine likes this.
  8. Untrustedlife

    Untrustedlife Scruffy Nerf-Herder

    This thread is buitiful, I hope the devs see it
     
  9. CaptThad

    CaptThad Pangalactic Porcupine

    There's a handful of biome types for every tier, and there's still plenty of reason to access 'safer' biomes. You're not limited to one per level (or even the 3-ish base biomes with a larger variety of sub-biomes it seems to be now), you're constantly expanding the list of available biomes to explore.
     
  10. poboy

    poboy Void-Bound Voyager

    I agree. The harsh environments need to feel harsh, even if you have the right tech. Place torches and eat hot food on cold planets. Drink water and eat cold food on hot planets. Radioactive planets are earlier on so they could have less of a harsh vibe. The nanosuit would be enough but maybe more poison lakes.
     
    The | Suit likes this.
  11. Lintton

    Lintton Guest

    I also remember them saying that there will be higher level versions of the planet biomes later on, the highest difficulty won't be solely reserved for one type of planet(indeed, there are several existing tiers where multiple planet biomes as exactly the case.)
     
  12. bailesaur

    bailesaur Pangalactic Porcupine

    Based on the post they made about the ideas they have it seems like they might have seen it. Check the front page.
     
  13. Akre

    Akre Pangalactic Porcupine

    I only had snowy biomes on one level, then I defeated Shockhopper and only got vulcanic ones. Maybe it will get better later, but so far I don't see any biome variety, while at the beginning I could at least choose between forest and desert. Exploring lower biomes is very boring as monsters are hopeless and loot is useless, unless you need some item to complete a quest.
     
  14. CaptThad

    CaptThad Pangalactic Porcupine

    Frozen basically follows the format for the first set: forest, desert, and ocean become snow, tundra, and arctic. Basically snowy forest, snowy desert, and snowy ocean. At the heat stage it's volcanic, arid, and magma. There's different sub-biomes too ('crystalline' and 'rust' are only on heat worlds, for example), but I don't know if the list is as varied as for the first set.

    I actually haven't found much in the way of worthwhile loot in regards to equipment at any tier. Figure that's something they're still working on. Vanity items, dungeon/village spawns, biome-specific crafting materials, seeds, and so on all provide reasons for lower tier exploration. Imagine once they start getting in more complex quests and the planet bookmarking system, they'll be even more useful.
     
  15. Lazer

    Lazer Existential Complex

    I think the cold/hot thing should be left out of the game if there's just going to be a tech-slot item that nullifies it. The cold system was kinda interesting, but would definitely need more development to be a worthwhile challenge that actually impacts gameplay in any interesting way. Here's some ideas:

    Actually, I think these first two are already in game, I can't really remember
    1. All armor has a value for thermal protection, protecting against both extreme heat and extreme cold.
    2. Specialty armors provide extra thermal protection at the cost of less damage reduction or energy regeneration or whatever, but even the non-specialty armors provide some thermal protection, scaling up with tier.

    moving on
    3. Thermal protection slows down the rate at which your temperature changes. Enough of it will let you survive for a good long while, but will never grant full immunity, requiring the construction of shelters to endure prolonged exploration of cold/hot planets. You'd have to occasionally build yourself a little hutch or whatever to warm back up or cool down before heading out into the muck again. This makes for a different experience on these planets instead of just "well I put on my special suit before beaming down." A slower rate of heat change will also combat the tedious behavior of plopping down a campfire and then picking it back up once you're restored. I'd much rather spend a minute building a tiny cabin and then be free to explore uninterrupted for half an hour than to have to spend a few seconds juggling campfires and torches every 3 minutes. I want the cold/heat to matter, but not just be some binary "Do I have enough protection yes or no" thing.

    4. There needs to be a reason to go to hot or cold planets. It doesn't have to be something everyone is required to do, but braving these perils should yield some kind of reward. They could make ore density higher, or have special crops that only grow in these conditions, or even just have fewer hostile mobs. Somethin'.

    5. Environmental factors could affect how "cold" or "hot" you are. If you're surrounded by ice, you'll be colder than if you were surrounded by dirt on the same planet. If there are background tiles behind you then you're out of the wind, so it's less cold. If you're standing next to a puddle of lava, that's hot. It's raining, making you colder if you can't get underneath something. Day time, night time. Fire bad. Urrgh!

    On the other end of the spectrum, I'll admit I'm not sure what would be best. Electric fans, refrigeration units, science-fiction devices that convert heat into light? Maybe just building something to get you in the shade and away from the lava or sand or whatever should be sufficient? Drinking water restores homeostasis?? I'm not sure.

    This is my feedback on thermal perils. Thanks for reading.
     
  16. DangerDamage

    DangerDamage Aquatic Astronaut

    I don't get why people are actually bothered that this means survival - Why are you playing Starbound then? To run around and play abc files or something?

    IMO, leave in these survival situations and do what OP said - add an extra slot or augment that allows you to wear some sort of suit that protects against x planet radiation.

    The only problem I've had with getting the snow infantry stuff is that leather is hard as fuck to get and thats basically it.

    I swear mobs NEVER drop leather for me :(
     
    SivCorp likes this.
  17. bailesaur

    bailesaur Pangalactic Porcupine

    I mean I do love me some good abc files.
     
  18. Zuvaii

    Zuvaii Heliosphere

    There are much better survival games out there, let's get that out of the way right now. Even Call of Pripyat does a better job, especially since anomalies have different types and the burner anomalies follow basic convection, the closer you get, the hotter it gets and you will take damage unless your armor provides enough thermal protection and you have suitable artifacts (usually thermal resistance ones) and even then you'll still be affected if you get too close. It's the equivalent of getting too close to a fire with casual clothes (ineffective armor and the wrong artifacts) and wearing gear worn by a fire fighter (armor specialized for environmental anomalies and the right artifacts).
     
  19. Notunknown

    Notunknown Scruffy Nerf-Herder

    The only reason it is "still in" is to prevent players from simply beaming down to a end game planet and looking a weapon from a chest right next to spawn which is far more powerful than anything they will be able to craft for a while.
     
  20. Lazer

    Lazer Existential Complex

    There's actually a lot of exploration and adventure in Starbound believe it or not. There's platforming, building, and even combat. Heck...some people even do PvP stuff in Starbound!
     

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