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28 minutes ago, ATM Reaper said:

What about Pan (dem) icking...... a medical based DLC that makes all conditions permanent until they are cured using med bays, then make some new ones that are transmissible so need to be dealt with before they affect your whole colony.

Although it is nice idea, but it is only changing few values and adding nightmare difficulty. It is not like DLC idea. 

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22 minutes ago, WhiteWind36 said:

Although it is nice idea, but it is only changing few values and adding nightmare difficulty. It is not like DLC idea. 

Adding new germs is too little for the DLC, agreed. Adding difficulty setting is a little harder, but still not enough.

But if they focused half of the DLC on the medicine, added cool new systems, expanded germs to infect plants and critters, allowed medicine to not only cure but improve dupes, manipulate DNA to get morphed eggs and mutated plants at will - there is a lot of pontential and I can see them having enough ideas to justify the DLC.

DLC1 focused on rocketry because the most common feedback was that space-age in the vanilla is long and boring and tedious and not rewarding. Now majority of feedback (I made a poll) focuses on ignorable and boring germs. They might either do Disease Content Pack to fix that or do something bigger in the next DLC.

Please keep in mind that Spaced Out! included radiation that in fact is just a new light, flying radbolts, new disease and a few buildings to interact with all of that - and it feels really good in the DLC spot. I feel like medicine could have as much or even more new ideas.

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On 2/2/2022 at 11:41 AM, pether said:

But if they focused half of the DLC on the medicine, added cool new systems, expanded germs to infect plants and critters, allowed medicine to not only cure but improve dupes, manipulate DNA to get morphed eggs and mutated plants at will - there is a lot of pontential and I can see them having enough ideas to justify the DLC.

Some large scale medicine change could be the theme of the next dlc. Current diseases have the problem of being too mild - making them deadly would be too much though. Something in the middle like diseases debuffing on a percentage basis instead of a flat debuff and cause the dupes to get incapacitated when untreated. Maybe they could make dupes not instantly die from suffocation but being rescuable for a short period by other dupes.

Maybe we could get some disease research and even vaccines to make our dupes immune to certain stuff. Minor diseases should get some possible treatments as well (pills for hypothermia etc.).

Eventually we could get some extra stimulants to buff our dupes or maybe even neural grafting like in Griftlands and Invisible INC. Making graft slots would cost a permanent morale requirement but would allow for some really powerful effects. Stuff similar the the neural vasiliator but slightly different and with the morale cost.

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On 2/2/2022 at 1:50 AM, Sturm58 said:

While this is an interesting end-game mechanic it is way too little for a new DLC.

Why? Who are you to decide what's big enough for a DLC?  The sizes and prices of DLC can vary. Trust in Klei.

On 2/2/2022 at 1:50 AM, Sturm58 said:

My guess is that 1% maybe 5% of players have ever opened the Temporal Tear.

You're guessing and it's irrelevant.

On 2/2/2022 at 1:50 AM, Sturm58 said:

The new DLC stuff has to work from the very start of the game.

Again I ask why.  New players are already drowned in a mire of way too many possibilities right off the bat and the learning curve is already pretty steep.  Adding even more to the start of the game just adds to stuff new players have to learn and this game's tutorials might as well be non-existent.

DLC doesn't have to work from the very start of the game.  For example to access most of the DLC content in Fallout 4 you have to be a certain level and complete other conditions before you can access that content.  Why is ONI different?

Is it even a good thing?  Making the players start new games over and over because they keep tweaking the worldgen and creating so many varied starts... You would think Klei almost doesn't want players to make it to the end of the game before starting a new one.

Performance issues make it even worse, but if they optimize the game more so people can play the game later into a save, there should be content there to make it worthwhile.

This is where an end-game DLC with performance optimizations would shine.  Imagine the player who picked up ONI and Spaced Out on a recent sale and played it a bit got a colony going and then quit either due to performance or got bored because there's no point anymore.  There are probably a lot of players like this. I admit I'm guessing here too.  Well you optimize the game drop an end-game DLC and these players are able to load up and continue where they left off...

Even if it's a small DLC and could do that...

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On 2/2/2022 at 12:41 PM, pether said:

Adding new germs is too little for the DLC, agreed. Adding difficulty setting is a little harder, but still not enough.

But if they focused half of the DLC on the medicine, added cool new systems, expanded germs to infect plants and critters, allowed medicine to not only cure but improve dupes, manipulate DNA to get morphed eggs and mutated plants at will - there is a lot of pontential and I can see them having enough ideas to justify the DLC.

DLC1 focused on rocketry because the most common feedback was that space-age in the vanilla is long and boring and tedious and not rewarding. Now majority of feedback (I made a poll) focuses on ignorable and boring germs. They might either do Disease Content Pack to fix that or do something bigger in the next DLC.

Please keep in mind that Spaced Out! included radiation that in fact is just a new light, flying radbolts, new disease and a few buildings to interact with all of that - and it feels really good in the DLC spot. I feel like medicine could have as much or even more new ideas.

I also do think that germs application could be much wider and have more synergies with other systems. As it is now germs only reacts to material they are on/in and temperature. And there is no useful application for germs except for "floral scent" - which is not really a germs. We could use much more different germs and maybe even germs mutations, also germs and disease could be transferred through and/or affecting plants and/or critters. And of course this means more ways to deal with them with already existing medicine buildings and pills, also adding new ones. Adjusting disease severeness, ways of getting sick or getting well.  All of this are very welcome and could make all new DLC.

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Medical conditions currently are nothing more than an irritation, make them so that they dont go away until cured then they become a more fixed part of the mechanic. Then add increasing implications to them so you have to deal with them or your dupes become badly ill. Then escalate upwards to transmittable diseases so if you dont cure it quick your entire colony can get affected then it is in your interest to have a sealed medical wing/quarantine. Then at the top level you can then have lethal diseases if not cured, obvious incentive here to cure your dupe before they die. Then moving on from that you can add new ailments and cures and you can even add new medical specialisations from GP to pathologist or disease specialist. There is literally loads you can do with a medical DLC that would be effective from the word go right until the end of a game. Add medical space equipment to keep your space dupes safe etc, add field medics to accompany your dupes on missions ready to cure them at a moments notice. The sky is not the limit here, space and beyond is however :P

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I have no idea what systems they can add that will match the scope of those added in Spaced Out!  I've said it before, but I'm genuinely surprised they sit on radiation until their second DLC.  The new space exploration systems in SO! was more than enough to justify the DLC's price tag, and holding off on radiation would have given them more time ensure they got it right.

I'll certainly echo those of you pining for a more robust disease system.  Medical research unlocking medical buildings and new treatments is a no-brainer.  I'm not sure if there's enough there to squeeze a DLC out of, though, but if they make Zombie Spores actually zombify dupes, then they could certainly spin that into another element of colony survival.

Beyond diseases, I have no idea what to expect.  They could add robotics to the game, giving us another source of labor or even a threat to fight against.  They could introduce the idea of other printing pods functioning on distant asteroids, thus adding trade and diplomacy to the game.  They could lean into the survival aspect of the game with natural disaster analogues.  Or they could play around with the idea of multidimensional travel, as teased in the most recent short.  Or they could hit us with something totally unexpected.  Whatever they do, I'm sure it will be great.

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On 2/5/2022 at 12:25 AM, goboking said:

They could lean into the survival aspect of the game with natural disaster analogues.

What do you think about seasons changing and varying difficulty of this in different asteroids. Although given the game as it is - the only thing where you can easily apply season is temperature. Although if somehow you would must to suddenly heat where you was cooling and cool where you needed heat, would be interesting challenge... Or maybe not.

Or it could be raining or snowing instead of usual meteorites.

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From physics what I miss is gravity - both better on planets and on star map.

Terraria like terrain would be also awesome instead of square based one.

Scientific revamp for starmap, e.g planets revolving around stars, non linear travel time depending on planet alignment.

However that sounds more like ONI 2:)

For DLC I would prefer to get PRO UI:
- Blueprints is a request since like forever, this is now even more important as every new planet means often building again same machinery which is not that much fun once you already done several times.

- Revamped all UIs e.g. plant and seed selection, building menu without scroll bars, better hotkeys e.g grid, fixed priority hotkeys.

- Moving single seeds or objects shouldn't require building storage and then forcing deconstruction. Same for moving a single shine bug to bathroom.

- Better pip planting, e.g. just allow us to do what we want without time consuming hacks like covering land with ladders. This game is extremely time consuming, we really don't need that horrible pip planting - streamline this please.

For more content in DLC2:

- Overhaul of printing pod. Separate care packages from printing dupes. Remove RNG aka slot machines from it. Allow us to build our own dupes. You pick more nasty negative traits you get more points to put in good traits - one example of system that could work. You can build on top of that like genetic modifications later in the game to remove some nasty traits, also through certain conditions dupes could acquire new negative traits. Too long in radiation sickness? Your dupe might start to fart or start to fall asleep periodically. 

- Buildable and automatic teleporters. Once colonized the teleporters just seem like unavoidable discovery. Or just remove them completely if that's not what is intended and allow more automatic rocketry.

- Fire seems like an interesting idea, however it would be drastic and if introduced I don't want compromises e.g. if it touches hydrogen I want the whole thing to blow up instantly. I don't want to see things burning and hydrogen not reacting with it.

- More interactions between animals, and between animals and plants. Growing ecosystems, not shrinking ones. Right now I often see some biomes simply degrading with time, but in nature it's reverse, nature usually expands. E.g. forests become more dense, weeds spread, mouses overpopulate like crazy. Ofcourse often at the expense of other materials or other plants and animals.

- Sunlight should generate heat

- Atmosphere and more things to do on surface, rain, snow, wind turbines. Weather conditions depending on atmosphere and planet.

I'm not fan of aliens and raids and any kind of military aspects. I like the almost pacifist approach of this game. I think oni would lose its uniqueness, and personally the only DLC I wouldn't buy.

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Ecosystems

  • Plants growing wild
  • Wild critters reproducing for as long as there is excess food, burying eggs and starving to death if there isn't
  • Plants reproducing without help of dupes and pips
  • Weed plants to liven up the place, cause allergies, indicate temperature
  • Wild plants having preference for other plants being/not being nearby, reproducing or dying if met fully or not at all
  • Hungry critters pathing through soft terrain, digging up tiles (get rid of that /2 mass on dig), shoving items out of the way, and aiming for their food
  • Soil tiles forming from big soil/sand/etc. items outside compactors if big enough and left for a while
  • Pufts growing slime tiles
  • Dirt near water or mud sweating mud items or reinforcing mud tiles (at the cost of water and own mass)

Basically, a living world, as opposed to current "critters are input-output machines that waste more CPU cycles doing things that don't matter".

Would require optimizing the AI heavily, but that is needed anyway. As is well known by anyone who tried to raise pufts or slicksters.

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2 hours ago, ATM Reaper said:

What about critters go mad..... a DLC where the critters are carnivorous and survival is a challenge. Whole new weapons and armor are required to venture forth to dangerous new planets.

I personally want to see more aggressive critters, a combat skill tree, armories, etc, but a focus on combat seems to be polarizing.  As such, they'd probably need to make aggressive critters something that can be toggled off and package expanded combat with something with broader appeal to maximize sales.

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A good DLC should not be the gate keeper to another DLC. That means DLC2 contents should work well with base game and without DLC1. So I believe some of the ideas like space stations or buildable teleporters can only be content packs (if they exist) to Spaced Out but not for the base game. Because you don't have to worry about dupes living in space in base game.

I'm not saying the ideas here are all bad. It just feels like not a good game design when you have some new downloadable contents that based on another paid downloadable contents.

Klei has such good game quality build in the past. I believe they can find some ideas here and there for DLC2.

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5 hours ago, DolphinWing said:

A good DLC should not be the gate keeper to another DLC. That means DLC2 contents should work well with base game and without DLC1. So I believe some of the ideas like space stations or buildable teleporters can only be content packs (if they exist) to Spaced Out but not for the base game. Because you don't have to worry about dupes living in space in base game.

I'm not saying the ideas here are all bad. It just feels like not a good game design when you have some new downloadable contents that based on another paid downloadable contents.

Klei has such good game quality build in the past. I believe they can find some ideas here and there for DLC2.

Absolutely, we are just spit balling here, that was the aim of the post. Who knows maybe Klei will see some of the ideas and have a light bulb moment and incorporate them into the DLC or as a free content update I'm not really fussed which :-) all I know is I love this game and any addons they choose to implement will be met by my support.

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11 hours ago, DolphinWing said:

A good DLC should not be the gate keeper to another DLC.

This is true. However, I think it's a bad constraint to level against ONI.

Limiting the DLC to not include Spaced Out content really puts a damper on what Klei would be allowed to do.

Besides if a player picked up the base game and not Spaced Out, how likely are they to buy another DLC when they didn't buy the first (amazing) DLC?

Perhaps they could make it so the DLC2 adds something to the base game, but I am all for a fair warning attached to that DLC stating that to enjoy all the content in DLC2 they need to own Spaced Out.

Spaced Out is not a conventional DLC compared with other games, where DLC just adds some content to enjoy.  Spaced Out didn't add to the game as much as it did overhaul the game. It wasn't big enough to release it as ONI 2, although I am sure other considerations need to made for something like that.  Spaced Out is an evolution of Oxygen Not Included, not just a content pack and any DLC2+ made will have to deal with that.

Your constraint means they can't do anything at all with Space in its entirety because both the base game and Spaced Out deal with Space in completely different ways.

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5 hours ago, tuxii said:

This is true. However, I think it's a bad constraint to level against ONI.

Limiting the DLC to not include Spaced Out content really puts a damper on what Klei would be allowed to do.

Besides if a player picked up the base game and not Spaced Out, how likely are they to buy another DLC when they didn't buy the first (amazing) DLC?

Perhaps they could make it so the DLC2 adds something to the base game, but I am all for a fair warning attached to that DLC stating that to enjoy all the content in DLC2 they need to own Spaced Out.

Spaced Out is not a conventional DLC compared with other games, where DLC just adds some content to enjoy.  Spaced Out didn't add to the game as much as it did overhaul the game. It wasn't big enough to release it as ONI 2, although I am sure other considerations need to made for something like that.  Spaced Out is an evolution of Oxygen Not Included, not just a content pack and any DLC2+ made will have to deal with that.

Your constraint means they can't do anything at all with Space in its entirety because both the base game and Spaced Out deal with Space in completely different ways.

Klei have done that before in Don't Starve. You can enable/disable Reign of Giants in Hamlet and Shipwracked. Yes, most people will play DS with RoG on but some just don't. Some mechanics may be shared between them but you have to consider that may not be enabled or owned. Although I never played original DS and don't know how much impact it does.

RoG also changes a lot to the system but it has a toggle to enable/disable. On the other hand, A New Reign and Return of Them in DST are not DLCs and they can't be turned off.

Of course I believe all games are designed to be played with all DLCs on. But I believe it is essential to the game design. You just can't never ignore those players if you care.

 

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DLC2: "Farms, Goblins, Alien Traders, Bicycles`n`Hoverboards, Fire, Sandcastles, Plutonium & CoOp" makes it possible to build a Schrute-Farm. The farm building has a special trampoline, which serves as the start point to the Trampoline-Space-Elevation via the Rapunzel-Hair-Ladder, with the player bouncing as jump start from the farm`s trampoline pad. In this way, players can reach the new Space Station without using rockets or the new, update patched, giant Space Shuttle with side boosters.

image.thumb.png.5e1c4ea8307fc435267fcb236dcbc249.png Space Station

image.thumb.png.62ff5aee3ef0c9c10b87bdd1831d9576.png Rapunzel-Hair-Ladder

image.png.623b601225e928f5a44df1decfb0f81b.png Schrute-Farm-Space-Elevation via Trampoline on to the Hair-Ladder

The production of this text idea consumed 50 grams of co2, 300 grams Oxygen, 500 grams of Spaghetti  and 100 grams of finest coffee.

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Space stns would be good but you would have to then build shuttles :P so you can deploy them. Once deployed they could be like the rocket interiors where you had to build and optimize it for a set purpose, whether that be research or power generation. There are possibilities here that could be added alongside other content, the thing is however would you be able to use any DLC with the Spaced out DLC or would it be either or?

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On 2/8/2022 at 4:25 AM, babba said:

image.thumb.png.62ff5aee3ef0c9c10b87bdd1831d9576.png Rapunzel-Hair-Ladder

I think we need a "Babba in wonderland" update with all sorts of weird stuff like hair ladders, hoverbikes, trains and more. To activate it you need to find the looking glass asteroid and drop your dupes in there.

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10 hours ago, Sasza22 said:

I think we need a "Babba in wonderland" update with all sorts of weird stuff like hair ladders, hoverbikes, trains and more. To activate it you need to find the looking glass asteroid and drop your dupes in there.

oni rocketeer.gif A trip in Babba Wonderland

Keep the DLC 2 alive and the ideas coming :adoration::ghost::beguiled: Keep it hot, hot hot !

going-in-dry-dry.gif ONi trains could transport resources between players

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I suppose you could introduce wormholes to the game, some permanent and some that only open for so long and you have to get through, get the resources you need from the asteroid inside then get out again before it closes or you lose your dupes and rocket. Loads could be done with this idea.

You could also have some that are one way so you have to go prepared as you have to travel through other areas to get back.

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Would love to see robust critter and tech evolution trees along with a more fine-tuned skill tree.

I'd love a dupe that hits the max of their skill tree to unlock new abilities.

Examples:

- Max rancher can breed new exclusive morphs (A puft that eats steam and poops water? A sluglet that eats refined metal and poops out metal ore?)

- Max farmer can breed new hybrids (mealwood that can grow in colder/warmer climates) of other plants

- Max builder unlocks new buildings (like the ruin-style tiles and maybe even learn how to build anything in a ruin)

- Max engineer can build non-standard mechs, like a mopping variant of sweepy.

 

 

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The idea of making something that do not need dlc 1 to fonction is great, this way if someone is more interested by dlc 2 than dlc 1 Hé could buy just 1 instead of both

I would like to have some new kind of creatures in planetoid, like if printer went crazy and created some wild uncontrolable and dangerous animals in some biomes.  A spider could try to entangle dupes in her Web for exemple.  Dupes could create weapons to défend against this new threat.

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