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sfireman

This game needs "ultimate hardcore mode"

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sfireman    2

So, I've been playing a lot and enjoying this game - however there comes a point where game does not present enough challenge anymore(oasisse, all settings on hardest, geodormant, metalpoor).

I'm very interested in having "ultimate hardcore mode" with the following changes

1. Depleting vents, geysers, volcanoes and oil wells.

As the time goes those will go almost completely dry providing very little output, so if you wanna sustainable late game base you are forced to invest into renevable sources such as wild arbor tree farms, regolith melters, slicksters, collecting iron/gold amalgam, copper ore from space(either with missions or directly falling from the sky).

2. Significantly higher energy consumption of end game buildings

bunker door 240w, robo miner 360w, space scanner 1.2kw, telescope 1.2kw, virtual planetarium 4kw, molecular forge 4kw.

To offset inconvenieces - conductive wire max wattage 2x = 4kw, batteries capacity 2x.

Those changes would help to "find the need" to build mega structures(sour gas boilers, regolith melters, etc) not just "because we can", but "because we need"

(right now I use https://steamcommunity.com/sharedfiles/filedetails/?id=1818138009)

3. The more power you produce the more reluctant your dupes will be to dig manually incurring a high stress/cycle penalty

i.e. in a late game base all regolith digging should be perfectly automated, otherwise strees mayhem is inevitable.

4. Configurable - no "easy mode" space materials(thermium, super coolant) which make some game constructions way easier to build(like auto regolith miners, sour gas boilers and condensers).

 

As I see with all those 4 enabled it would be extremely difficult and challenging to build a prosperous self sustainable space conquering base, but from a theoretical point it seems to be possible :) We could of course self-impose all those restrictions but it would be so much more fun to have similar "hardcore" mode as a game settings...

Edited by sfireman
fixed typo

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pether    309

I'd rather see more dangerous germs as a part of game configuration. Currently I can easily skip health management in my colonies, I'd like to make it harder

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SamLogan    974

Rollback your game version to Occupationnal Upgrade, you will have an ultimate hardcore mode. :)

Edited by SamLogan
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yoakenashi    608

I'm playing on max difficulty WITH only 2 geysers (a cool steam vent and a chlorine vent) on the badlands world (no slime biomes, no mushrooms) AND lights out mod that generally gives -5 all attributes when area isn't lit. It's been an absolute blast, so I'd welcome additional difficulty.

Good suggestions.

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sfireman    2

  

10 hours ago, yoakenashi said:

I'm playing on max difficulty WITH only 2 geysers (a cool steam vent and a chlorine vent) on the badlands world (no slime biomes, no mushrooms) AND lights out mod that generally gives -5 all attributes when area isn't lit. It's been an absolute blast, so I'd welcome additional difficulty.

Good suggestions.

 

Lights out sounds nice in theory but in practice I don't wanna slow down the game, it's already lagging(freezes, fps is good otherwise) on top end hardware(i9 10900k, 32gb ram, nvme ssd, gtx 1060 because oni doesnt care much anyway) lategame when doing specific tasks.

I'm thinking about writing a mod for depletable geysers, volcanoes, vents, etc... So they could be used only as a kickstart in mid game

I think it could drastically alter game play...

Edited by sfireman

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lee1026    114

Besides, beating this thing does not seem particularly hard. Everything on your list of power consumers is pretty optional - open top rocket silos are possible, and that means no bunker doors, etc. 

 

Wild arbor trees are quite easy to do and give off extremely large amounts of resources. Heck, given how water is often the only required resource, just sending up steam rockets over and over again and collecting the exhaust will end in a self-sufficient base.

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EnderCN    62

I don't know that they will do anything like this at this time but I always felt it was a missed opportunity.  When I first started the game I assumed that resources would actually be finite and if you were wasteful eventually it would catch up to you and ruin your base.  This doesn't usually happen though, the game gives you more than what you need by a large margin.  It doesn't make the game bad, just didn't go in the direction I wish it had.

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Steve8    170
14 minutes ago, EnderCN said:

This doesn't usually happen though, the game gives you more than what you need by a large margin.  It doesn't make the game bad, just didn't go in the direction I wish it had.

It also harms the space part of the game. Never mind that the cargo capacity is so small there is just nothing beyond the rare space materials that you really need. I'm interested to see if and how the DLC will shake up things, since they seem to want to push the player to have multiple connected colonies.

 

Personally I wished they made disease more dangerous again. Maybe they were originally a bit overtuned. Especially given how your starting biome is often surrounded almost entirely by slime. But they went too far into the other direction. You can now pretty much ignore everything and don't even need a hospital.

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babba    705

I would so love to have more colony emergencies in the mid & end game, provided via new game content ( a la fire,ignition,combustion, explosions in combo with oxygen and burning materials as example ).

It would also be great if the player could trigger something, with full player intention at some point in the game, to kick off some mid/end game additional challenges.

It would be great to build defense systems, I love lasers and huge power consumption. A defense laser with a a 1 second peak load of 5000 watts and which creates insane heat would be cool to master - Tied in with other proper game play as why such a laser is useful and beneficial to build for the player.

image.png.ade8aedf234347a14569ccd70cc81148.png

The player triggering something to have friend or foe spaceship visitors coming by every now and then would be so cool, also with trade/exchange options - That could even be other players in those spaceships. Building spaceships...extending existing rocket options :)

image.png.358e48715d43ea92f5b1b7ef0320b9a8.png

Somehow it would be great if we could charge a chemical fluid with power, using it as fluid electricity...Which can be discharged in some chemical way/machinery in fast time for peak loads. Maybe some chemist freak has ideas ? image.png.5ff2c6d9b90b4d5519ff8cdb03f4928c.png

BTW a railway system to transport rockets sideways + general railway to transport tons of material would be awesome. Also I miss dupe and material elevators !

image.png.c141778d89193d52e1c77ec39bee9e6c.png

image.png.c64161fae5c2fcb37906904017187e17.png

image.png.89b775fbeca390062c36b7084232f967.png

Also we need a hanging bridge in the game :black_eyed: This could be with some cool physics, some wobbling as the dupes run across it. Could be tied to the "Jungle Biome" - Still no snakes and scorpions in the game :confused: The Jungle Biome, or the Jungle Planet ( to visit via spacecraft ) could be more dangerous. What about giant ants which carry away your materials, deep in to their ant nest ? :?

image.png.28d91715b83e696684470ea63048a398.png

ONi, Factorio, Rimworld, Anno1800 - Its all one top class league :x

 

 

Edited by babba
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