Charletrom Posted November 12, 2023 Share Posted November 12, 2023 The recent addition of the biobot storytrait got me thinking about germs-as-a-resource, as they could create a cool high-risk, high-reward system. Then I remembered atmosuits. Atmosuits are great, but maybe too great. They provide oxygen, protect from stinging eyes and soggy feet/sopping wet, give a huge boost to excavation, increase scalding threshold massively, and provide total immunity to slimelung and zombie spores. The buffs are so strong the game is almost split in two: pre-suit and post-suit. I wanted to start a discussion here about ways the atmosuit problem can addressed in order to open up more opportunities for cool gameplay. What if we had multiple suits specialized for different environments? A thermosuit for hot zones, and a biohazard suit for germy areas. Vanilla atmosuits would need to be nerfed to create the need to craft these new suits. Though I’d be curious to know if anyone has thought of a simpler way to solve the problem though… adding two new suits is a pretty elaborate solution. Link to comment https://forums.kleientertainment.com/forums/topic/152369-atmosuit-balancing/ Share on other sites More sharing options...
cyberwarlord Posted November 12, 2023 Share Posted November 12, 2023 Aside from a secondary resource needed for the suits to change its specialized function. So standard metal and fiber would only get you a suit with breathable air. Not much you can do really. It would just be more tedious an still not be a real challenge. Past the first 100 days nothing really is once you understand how the game works. It's the type of game where you just need to pack it full of customization and clever mechanics to play with. It's like a puzzle, once its solved there is no challenge left. I still think you could do something with the star map and moving poi points. Planets that only exists till it leaves the map. Places with rare materials or new blueprints. Hidden traits and hybrid plants and animals. Link to comment https://forums.kleientertainment.com/forums/topic/152369-atmosuit-balancing/#findComment-1679035 Share on other sites More sharing options...
Charletrom Posted November 12, 2023 Author Share Posted November 12, 2023 I agree with your point about the puzzles I guess my hope is that new suit mechanics = new puzzles, especially if they required interesting resources to maintain. I mod my playthroughs to add plastic and glass as requirements to repair atmosuits, which helps, but the suits are still OP especially with regard to germs. One idea I had is for atmosuits to accumulate germs and infect the next dupe to equip them, though without the dlc (or a new type of suit) this would be hard to deal with. Link to comment https://forums.kleientertainment.com/forums/topic/152369-atmosuit-balancing/#findComment-1679042 Share on other sites More sharing options...
cyberwarlord Posted November 12, 2023 Share Posted November 12, 2023 4 hours ago, Charletrom said: I agree with your point about the puzzles I guess my hope is that new suit mechanics = new puzzles, especially if they required interesting resources to maintain. I mod my playthroughs to add plastic and glass as requirements to repair atmosuits, which helps, but the suits are still OP especially with regard to germs. One idea I had is for atmosuits to accumulate germs and infect the next dupe to equip them, though without the dlc (or a new type of suit) this would be hard to deal with. I have a custom challenge. Fill the suits with floral germs. No matter where my dupes go, they are getting a stress relief in the suit. You can even have allergy dupes without as many problems . Using dupes with allergies adds some challenge. Former sub_suggestion. https://forums.kleientertainment.com/forums/topic/150475-locker-ckeckpoint-useful-clothing-addition/#comment-1659771 Link to comment https://forums.kleientertainment.com/forums/topic/152369-atmosuit-balancing/#findComment-1679054 Share on other sites More sharing options...
Henlikuoth Posted November 13, 2023 Share Posted November 13, 2023 I think it is good the Atmo suit is as strong as it is now. That is the style and meaning of an Atmo suit. And I like feeling protected by a "super suit." However, I still understand your primary point. This problem can be alleviated by making the Atmo suit available significantly later in the game. The Atmo suit should require more materials, especially steel, plastic, and glass (aside from refined metal and reed fiber). That also fits the style of such a suit because these materials are undoubtedly involved in its manufacturing. Then, players would be forced to use the simple gas masks much longer and fight through the map with soggy feet, sopping wet, eye irritation, etc. If the Atmo suits are created after a longer time, the feeling of relief and achievement is much higher. There could also be a difficulty setting dedicated to Atmo suits only. I also believe doing research is too easy and quick in the game. It should take more time and sometimes involve exotic materials that can be found on the map. But that is another topic. There are still many aspects of the game that require a profound balancing. Link to comment https://forums.kleientertainment.com/forums/topic/152369-atmosuit-balancing/#findComment-1679142 Share on other sites More sharing options...
cyberwarlord Posted November 13, 2023 Share Posted November 13, 2023 1 hour ago, Henlikuoth said: I also believe doing research is too easy and quick in the game. It should take more time and sometimes involve exotic materials that can be found on the map. Agreed Exploration should be mandatory. Link to comment https://forums.kleientertainment.com/forums/topic/152369-atmosuit-balancing/#findComment-1679149 Share on other sites More sharing options...
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