Sasza22 Posted July 5, 2019 Share Posted July 5, 2019 I love how each biome has some dangers or nuisances when you try to explore it. Slime has germs, caustic has annoying gasses and high temperature you need to contain, ice can melt flooding your base if approached from the wrong angle, tidal has periodically agressive critters only rust biomes don`t seem to have any annoyances to them. When i think about it one thing we are lacking in the danger/nuisance department is a stress effect. I think we could use a critter/plant/some sort of effect that increases dupe stress in a certain biome. Like lets imagine we get a critter for the rust biome that creates extra rust from iron or ore but has a stressing effect on dupes (maybe some sort of sound or something). When tamed it would stop doing that or create less stress (or ranchers would be immune to the effect). Link to comment https://forums.kleientertainment.com/forums/topic/108457-biomes-and-dangers/ Share on other sites More sharing options...
zergologist Posted July 6, 2019 Share Posted July 6, 2019 5 hours ago, Sasza22 said: I love how each biome has some dangers or nuisances when you try to explore it. Slime has germs, caustic has annoying gasses and high temperature you need to contain, ice can melt flooding your base if approached from the wrong angle, tidal has periodically agressive critters only rust biomes don`t seem to have any annoyances to them. When i think about it one thing we are lacking in the danger/nuisance department is a stress effect. I think we could use a critter/plant/some sort of effect that increases dupe stress in a certain biome. Like lets imagine we get a critter for the rust biome that creates extra rust from iron or ore but has a stressing effect on dupes (maybe some sort of sound or something). When tamed it would stop doing that or create less stress (or ranchers would be immune to the effect). A critter that produces the wrecked sound of nails on a rusty plate as it walks, and it will grow out rusty fibers, consuming iron, bleach stone, salt, and/or mafic rock. And it farts out chlorine when its done Link to comment https://forums.kleientertainment.com/forums/topic/108457-biomes-and-dangers/#findComment-1220638 Share on other sites More sharing options...
goboking Posted July 8, 2019 Share Posted July 8, 2019 When they get time (post launch, for a DLC perhaps) I think they should consider fleshing out the biomes so that each contains at least one genuine threat to our dupes. My ideal setup would be something like this. Sandstone and Forest Biomes: No threats; new players need a safe space in which to learn the basics of the game. Slime Biome: Slimelung, countered by exosuits; buddy buds, air deodorizers, and medicine. Caustic Biome: Chemical Burn (small health loss after prolonged exposure); countered by exosuits and hazmat suits (new clothes). Cold Biome: Hypothermia; countered by exosuits and warm sweaters. Oil BIome: Scalding and Zombie Spores; countered by exosuits. Space Biome: Sunburn; countered by limited exposure during the day. Tidepool Biome: Aggressive Fauna (Pokeshells); countered by exterminating the threat via combat or pathing around them. Rust Biome: ??? (perhaps radioactive materials could go here if nuclear infrastructure is added to the game?) Desert Subbiome: Heat Exhaustion; countered by exosuits and cool vests. Badlands Subbiome: ??? (perhaps they could add geological instability for to biome, resulting in occasional falling debris?) Link to comment https://forums.kleientertainment.com/forums/topic/108457-biomes-and-dangers/#findComment-1221909 Share on other sites More sharing options...
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