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Endgame with full release?


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I have loved Oxygen Not Included. But I was just wondering if you guys have decided to put some kind of "end goal" to shoot for. I know it's cliche to have one end game choice to be getting you rocket ship to actually leave the asteroid, but are any ideas being put into the game before full release? I was just hoping some end goal would be with it, because just a few new biomes....don't really push me to replay the game over and over.

My replay value of this game would be GREATLY increased if I could restart and have a completely different setup and challenges in front of me trying to get to "the end". Each play through would have unique challenges to get there because the terrain is always different. 

Just hoping :)

Set your own goals. And move your goal posts accordingly.

Only one thing is certain, eventually all your dupes will die, and the game will end.

All that remains after that is the knowledge that you reached the goals you set out to achieve.

The only way to cheat death and get another end to the game is to have everyone leave the asteroid in rockets at the same time.

In the original roadmap they said...

The reason why Duplicants are stuck on this Asteroid and the background of the world will slowly be revealed.

In the final phases of the game, we expect the tech tree to be much deeper than it is now, extending to what we would call “space tech”. During that phase, the Duplicants will discover why they are trapped on an asteroid, and what they can do about it.

That indicates to me that there will indeed be a story-driven end-game goal.  I could be wrong, of course; that could have just been referring to rockets in general, but I suspect we'll have some sort of win condition tied to the lore.

I requested it often enough.

I decided to try myself  - oneday rightnow i dont want to start such a big project (unless ofcourse someone suddenly appears with modding skills who want to write it):

 

https://github.com/rainbowdesign/OxygenNotIncluded-Mods/blob/master/sources/OutGate/scope.txt

I'm also wanting some sort of endgame conditions / goal to the game that as a proper "end game" screen.   Or an end game short.
With options to stay on the base endless.    Or it saves the game to a separate "endless" mode state.


There's a game that I played before  ONI called Craft the World.   And that game was my go to game before ONI.    It was relaxing (for most part) even though it had combat in it.    Anyways, that game has end conditions finding and unlocking pieces to build a portal to another world.  So you leave the world behind and you move onto a new world (new biomes/creatures) for new challenges.  And each world has challenges to complete reaching the last world and beating that to win the game.  That was the "Campaign" mode, and it had its own endless game mode.   It eventually added co-op as well.  And mod support.    Some fans recently added a StarWars mode which they supported.  It was really well done.
 

So hoping maybe this game might add a "Story/Campaign" mode.   and Survival mode be what it is now.

Maybe custom designed maps, where certain things are locked out from being diggable to create story / challenges- that doesn't exactly follow the survival game mechanics.   Thus allows mods as well for the community to create their own story/challenge maps to share in the workshop.

 

I see how permanent sustainability is the only real "endgoal" at the moment. But honestly it just gets boring. There's no motivation for me at least to do some of the very difficult end of game mechanics ,but if they were "required" in some way like to manufacture very difficult materials to win.... Or Ranching the more difficult critters.....it would be so fun to try and "win" every single playthrough I start. 

3 hours ago, Saturnus said:

Try and run a base to cycle 8000 ;) 

That doesn't even qualify as "simple". It's trivial. Water is a sustainable, therefore everything you derive from water (power, oxygen and food) is also sustainable. The only "challenge", if you can call it that, is keeping your game running long enough without it crapping out under the weight of 8000 reports.

Just now, Squeegee said:

Can you clarify what you mean on all of this, the game literally creates matter to keep it sustainable, it's fairly easy now to make a fully sustainable base, it's just a matter of patience.

A while ago the devs fixed what was known as the "time dilation" issue where cycles would last longer and longer until the point where dupes would die of hunger in their sleep.

But they actually didn't fix it. They just postponed it. The dupes will still eventually all die.

 

It really doesn't matter too much now though as you don't see it start having an effect before cycle 8000 now. And that's running at x3 speed for something like 20 days straight 24/7. It will not affect anyone but the most determined players now.

1 minute ago, M.C. said:

Okay. That's a bug. It doesn't invalidate the claim that the game, as designed, allows for infinite sustainability.

As designed, the Titanic was unsinkable.  ;)  Just because something theoretically works doesn't mean it actually does in practice.

What if they make rocket destinations explorable? Instead of always bringing back the same percentage of resources every trip, you get the option to send a crew and control what they gather and explore. Super rare resources such as isoresin or fullerene could be very difficult to reach and replenish slowly.

IMO the current rocketry system is rather mundane since it's more or less just a matter of waiting for rockets to return with materials.

Also, can't wait for a mod that lets you replace rocketry parts like you can with tiles and ladders.

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