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DLC2 - What are your suggestions ? :confused:

I would die for fitted rocket boosters, which drop off just before a space vehicle leaves the asteroid sky. :x:ghost::x

+ Space Stations + Giant Space Telescope + Space Shuttle + Cryo Beds + Rocket Special Fuels + Sparks,Combustion,Fire & Explosions + Firefighter Job/Equipment + Fusion Reactor + Plutonium + Microwave Galaxy Power Grid + Space Fuel Station + Mega Emergency Threats + Hover Board + Submarine/Ship/Diving Suit/Diving Bell + Weather > Rain/Wind/Waves/Bubbles/Snow/Hail/Lightning + Icecream/Popcorn/Pinball Machine + Lawn/Mower/Flower Bed/Sunflowers + Iglu/Snowman/Iglu/Ice Fishing + Clown Suit/Clown Job/Clown Cannon + Music Stage/Musician Job + Photographer + Penguin,Elephant,Giraffe,Crocodile,Racoon,Spider,Mosquito + New traits: Laugh Attack, Hiccups, Claustrophobic, Arachnophobia, Dizzy, Euphoria, Depression

 

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Economy update: Produce money out of gold or copper to pay your dupes for work. Later switch to paper money made out of reed fiber and eventually crypto currency produced out of eletronic mining stations that need to be (block)chained together and consume tons of power while creating massive heat. Dupes get morale based on salary and spend the money on better food and using recreation devices.

Mad science update: Use radiation to alter your dupes traits and give them random new ones. Dupes will get radiation sickness but might get improved in some way. Alchemy stations allowing to transmute certain minerals into others via radbolts. Critter hybrids having a lower life duration but combining some of the traits. Shine hatches, wallwalking sweetles, dense slicksters.

Law and order update: Produce paper to create policies that affect certain dupe behaviour. Like always eat the food that`s about to spoil, prefer the hghest skill dupe to do the job (priority based on skill level), wash hands before each meal, etc. Each policy would require a manager dupe to write it down so other dupes start behaving.

Comabat update: Soldier dupes with cool military hats, more dangerous invasive species that need to be dealt with. Automated turrets, craftable armor clothing, medkits to help incapacitated dupes without med beds, painkiller to remove negative effects of wounds temporarily (without actually healing the dupe).

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7 minutes ago, Sasza22 said:

Economy update: Produce money out of gold or copper to pay your dupes for work. Later switch to paper money made out of reed fiber and eventually crypto currency produced out of eletronic mining stations that need to be (block)chained together and consume tons of power while creating massive heat. Dupes get morale based on salary and spend the money on better food and using recreation devices.

Mad science update: Use radiation to alter your dupes traits and give them random new ones. Dupes will get radiation sickness but might get improved in some way. Alchemy stations allowing to transmute certain minerals into others via radbolts. Critter hybrids having a lower life duration but combining some of the traits. Shine hatches, wallwalking sweetles, dense slicksters.

Law and order update: Produce paper to create policies that affect certain dupe behaviour. Like always eat the food that`s about to spoil, prefer the hghest skill dupe to do the job (priority based on skill level), wash hands before each meal, etc. Each policy would require a manager dupe to write it down so other dupes start behaving.

Comabat update: Soldier dupes with cool military hats, more dangerous invasive species that need to be dealt with. Automated turrets, craftable armor clothing, medkits to help incapacitated dupes without med beds, painkiller to remove negative effects of wounds temporarily (without actually healing the dupe).

instead of alchemy integrate it into the radiation system.

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DLC 2 sugestion - ONI Another time and space.

Plot : After cross a temporal tear , your crew check the computers several times. We lost much data and deduce were in a unknow location in a deep space and in a time where your homeland is safe , but how its possible ? We could do something to change this ? For now we need find a way to survive and discover more about where we are.

The Purpose :

1- Start in a rocket.

2-Recreate you tech.

3-Explore the galaxy.

4-Face you destiny.

1 -Start in a rocket* : with some resources for a few cycles and some basic structures, find a location to resuply the rocket or build a support point or base. Until you learn again how build a new one , it is unique . Take care.

The intention is to have a rocket as a main base, but not entirely independent. This would speed up the space exploration process without necessarily tying the player to building a base to start exploring space. ( im using this option to keep develop the concept ).

OR

-Execute the emergency protocol : maybe we don´t have enough ways to land properly you ship and its the cost to save your crew ( sounds similar to the regular way to start the game : drop your duplicants and build a main base ).

2-Recreate the tech* : the travel changed your duplicants and we lost some data about advanced tech.

  • Collect data in points of interest on planetoids ( desktop and broken satelites) and spacial POI.
  • Study existent machinery to unlock advanced tech ;
  • Found and study artifacts to unlock new tech .

*Considerations :This way the start looks similar as default, except:

  • All duplicants starts with 1 skill point : makes sence at least 1 duplicant have a skill point on piloting even having a auto-pilot.
  • A initial crew of 1 ,2 or 3 duplicants.
  • Deny acess to the printing pod tech and teleportation ( at least at start ).

3- Explore the galaxy :

  • Start exploring planetoids, discover their secrets and collect resources.
  • Awake sleeping duplicants from they cryogenic sleep.
  • Discover new galaxies, adapt your ship and travel (let's say that in cryogenic chambers for some time, hostile galaxies require special preparations).

The intention here is have a location with few planetoids and some points of interest on the map ( lets call a zone ). If you decide leave this zone and progress to the next , you loss contact with the previous one ( maybe a lot of time and to avoid excessive processing if necessary generate a new map).

4- Face you destiny : here it is up to the player's style. Maybe he just wants to found a base, explore a few galaxies or explore everything. Depending of player choices and discovers, this could lead us to some endings ( lets consider collect spacial data , study artifacts and explore X zones or/and time the requisites ). So, we would have some suggestions for the endgame:

  •  A place to call home : same at standard.
  • The same future : you discover about the homeland but don´t find a way to avoid the disaster / travel back to you time...this means start the evacuation protocol ( in this case starts the ONI base game) .
  • Another space and time : you found another temporal tear in the final destination but haven´t discover about the homeland or its too late. We need do it, again.
  • They need know the true: you discover about you homeland story and found a way to travel back to you time. Your fellow duplicants need know all the true behind that.
  • A promising future: we managed to avoid the catastrophe, but is humanity prepared not to make the same mistakes in the future? If we want do something for the future , that time is now.

Thank you for you time and leave a comment ^^.

 

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Stronger power lines and the one thousand things which have been suggested by forum users over the last few years,

including The Great Dupistas Music Group...playing on their music stage, more rocket fuels, rocket interior items and new rocket modules, 50/100/200/500 ton storage bins, space stations, giant space shuttles and the Star Trek Enterprise, the Bug Borg Cube and sparks > combustion > fire > explosions and the firefighter job !

Great that I maybe was an inspiration with my Cold War Telephone :rolleyes:

P.S. Maybe someone has the joy to checkout my always-crashing-ONI-savegame :confused: I will send a virtual hot coffee to you as thanks :p

---

P.P.S - I`m so stressed out in real life currently that I did not notice I started this thread :lol::anonymous:

On 7/20/2021 at 9:14 PM, Cursed_Handus said:

Jet suits that don't commit CPU genocide.

+100 :cat:

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Summary of excellent must-haves for this game in my opinion, whether as DLC or otherwise. Very broad concepts, you already mentioned a lot of this but not as clearly.

* Combustion

* Chemical Reactions

* Manufacturing of construction components (instead of using pure materials to plop a building down)

* Structural Integrity of Buildings and Tiles (more focus on pressure)

* Gravitational Variation

* Better Radiation simulation (and more realistic)

* Gas and Liquid concentration (as opposed to them not mixing)

 

This is in part why I don't think the splitting of two different space mechanics will work in the long term beyond the one current DLC. What space mechanics would the other DLC have? There would be a split and an annoying one at that. This "Spaced Out" DLC could focus more on radiation, its mechanics kind of suck right now, not only in its mass harvesting but also the posed dangers and the simulation of it.

It would also be nice to finally have some sort of actual, fully sealed airlock that is power-based and visco gel tiles that can be passed through, but won't have gases or liquids going through, instead of having to rely purely on the odd concept of liquid locks to keep messes out and progress faster.

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Perhaps it would be fun if there was some sort of attack on the base, say once every 100 cycles, and they progressively get more and more dangerous. Perhaps dangerous creatures could be randomly spawned that destroy machinery and injure dupes, and they are only stopped by steel bunker tiles or armed dupes.

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Script a (translation software):

1. The surface is no longer safe from the radiation attack of an unknown civilization outside the earth. Fortunately, the radiation attack is intermittent

2. Build a space station and a space telescope on the space station to find the coordinates of extraterrestrial civilization

3. Carry out biological genetic scientific research on various animals on the space station to breed animals with better genetic characteristics, raise fewer animals and produce higher value

4. Search for helium 3 in outer space and bring it back

5. Underground construction of nuclear fusion reactors

6. Build a magnetic energy shield and maintain it with a large amount of electricity to resist the ray attack of hostile civilizations

Script B

1. Black holes are swallowing the universe and launching the wandering earth program

2. Construction of nuclear fusion reactors

3. Building a planetary flight engine

4. Start the engine and the planet flies to the wormhole

Script C

1. The comet is about to hit the parent star and start the wandering earth program

……

Script D

1. The comet is about to hit the parent star and launch a nuclear bomb to destroy the comet

……

Script e

1. Construction of nuclear fusion reactors

2. Build a signal transmitter to send a distress signal

3. Intercepted by extraterrestrial civilization, extraterrestrial civilization sends out ray attack

4.gg

Script f

1. Construction of nuclear fusion reactors

2. Build signal transceiver to send signals

3. Alien signal received

4. The alien spacecraft is anchored in planetary orbit

5. Launch rockets and trade with aliens

1. Add toad like animals that spit acid, extract strong acid from them, use strong acid to extract rare metals from extremely hard substances, make alloy materials, and transform excavation tools, construction tools, building materials, etc. (inspiration source IR2)

2. Add electromagnetic field system for nuclear fusion

3. Add maglev technology and build a space elevator to the space station

4. Making clothes with nano materials

Several mega projects that took hundreds of weeks to build

1. Space station + space elevator

2. Nuclear fusion + alloy materials

3. Gene research, resurrection of prehistoric organisms

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3 hours ago, Smife said:

ikr, new halloween themed compost skin "ONLY 2.99 LIMITED OFFER WOW!!!" :-o

yes and when money starts flow , they can hire yourself the Community Manager. who starts answer all the silly questions

then that Community Manager tells i need more Community Manager as i cant handle alone anymore.

then forum have like 10 Community Manager

well at-least devs not need talk at forums anymore. as Community Managers todo that job for them

then devs start think. oh people like this stuff and we need money. forget the game bugs just lets add them more items

and one point when money flow stops then big ups happens, we need start fire someone. but we cant fire the Community Managers as those are who answer the players silly questions, soo lets fire the devs

and in 5 years later there no devs left anymore because noone buy same halloween themed skin again and again.

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Gears, more realistic conveyor belt contraptions and mechanics of kinetic energy in general. This would actually be a nice overhaul for the conveyor system which appears to have been implemented haphazardly based off of the liquid and gas pipe mechanics. Probably better as a base game mechanic change during DLC production than a DLC specific system.

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I was thinking about what should be the logical next step for the game. Vanilla was survival up to fossil fuels and renewables. Dlc is nuclear power and advanced spaceships. Technology wise the next step would be to recreate the Gravitas tech along with the infamous temporal bow.

I`d love a revamp of the Gravitas ruins so they provide engineering challenges rather than being just a piece of automation that can be deconstructed. They could be used as semi tutorial contraptions as suggested in a nother thread. There could be the temporal bow located on a far planetoid that would be something like the ancient gateway from DST. You`d have to find different artifacts on spcific planetoids and do specific tasks to obtain them to activate the bow. Once activated it would reset parts of the map (like the ruins in DST can get reset) providing infinite resources.

We could also find blueprints allowing us to recreate some of the unique machines like AETN or teleporters. Maybe even other new machines or better dupe improvements like grafts allowing us to create cyborg dupes that need ultra high morale but getinsane buffs like allowing them to hold breath for whole cycles.

We could also transfer dupes into an actual society DS hamlet style where dupes get proffesions and get payed for their job. You`d had to manage your economy and possibly trade with different colonies. Once the temporal bow is discovered it could open possibilities to communicate and trade with other timelines and versions of your colony.

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Enemies: The game needs to be more than building, Adding a threat to make it harder to survive in the game will make it more challenging and hazardous. Have an alien species colony show up out to mine and use materials before you can get to them.

Also have creatures, who are aggressive instead of passive. Wild creatures should be feral before you tame them.

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14 hours ago, Sasza22 said:

We could also transfer dupes into an actual society DS hamlet style where dupes get proffesions and get payed for their job. You`d had to manage your economy and possibly trade with different colonies. Once the temporal bow is discovered it could open possibilities to communicate and trade with other timelines and versions of your colony.

I like the sound of everything before this but not this. Pretty sure the game is meant to be geared towards colony survival and thriving to restore the remnants of destroyed human civilization and not a stock trading simulator :D

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15 hours ago, ZombieDupe said:

I like the sound of everything before this but not this. Pretty sure the game is meant to be geared towards colony survival and thriving to restore the remnants of destroyed human civilization and not a stock trading simulator :D

I also like the idea about Gravitas ruins. It can also give more about the history or story before ONI starts. Maybe we can call the DLC: Return of Them. The fight back of Gravitas.

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