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Old discussion. Recreation building.


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Bumping old topics or discussions that need a second chance.

 

 

Recreational buildings needing a review. Ingredients cost, effect time, usage time, stat modifiers, setup difficulty VS overall effectiveness and effect duration. 

Everything is moral and stress reduction. What about altering a dupes other stats skills? Stamina, thermal resistance, health, bathroom use speed, attack damage, decore value, germ resistance.

Temporary trait bonuses or unique effects. Foods causing 'gassy' or coffee giving 'early bird'.

Traits that help speed up gameplay progression would be greatly appreciated. Spending resources to make dupes more efficient for a return of investment.

Athletics, strength, experience gains, work speeds. Are the big ones in my opinion. 

Harvey the Harvester.

Sweepys big brother.

Requires a farm room to work and operating skill to build.

Will harvest and collect food items. Only produces 1 seed.

Does not replant seeds.

Only travels on flat ground as a trade off.

(Just my thoughts for balance. )

 

Personal favorite idea from a uniquely oni vibe, critter lights. Maybe a large station that holds and feeds a few. Like a gumball machine!!

Use the shine nymphs.

Still think a pet carrier backpack could work visually. Or the balloon animation but with shinebugs.

 

 

On 3/9/2025 at 9:16 PM, Charletrom said:

I do like the idea of some of the OP foods causing gas. Would make us rethink some choices. Flatulent is brutal in the early game because of stinging eyes, but it would be fun to design a bbq fart mitigation system in the mid game.

Maybe giving a high level food would allow for it to actually be useful late game when it would normally be inconvenient early on. Recovering more material and energy from food production.

Originally I was considering anything from the microbe musher. Based on its description and food selection. It's like the bean paste of foods. It's also a little OP.

Though I wish preserved foods could be kept indefinitely in the right atmosphere and cooled, not frozen. Brine/salt and Sucrose based foods.

Yeap, agreed.

 

When they came out they were all so exciting to me and then i realized how much of a hassle nearly all of them are and thus i never touched any of them. So much effort for so little. The problem isnt with the few recreational buildings that we actually use, those arent OP, the others ones are too fussy and annoying to use compared to the little upside they have.

1 hour ago, Flytrap said:

Yeap, agreed.

 

When they came out they were all so exciting to me and then i realized how much of a hassle nearly all of them are and thus i never touched any of them. So much effort for so little. The problem isnt with the few recreational buildings that we actually use, those arent OP, the others ones are too fussy and annoying to use compared to the little upside they have.

I will say they have niche uses that work well enough. But often I just don't use them otherwise. An thats unfortunate because they look so great and add a great atmosphere while breaking up work and planning with a bit of fun building and designing an aesthetic with purpose. 

Time is such a precious resource of your dupes and building is the only way to progress the game. This can take a long time and get a little redundant, while I love the physics portion of the game. I'm still wanting more on the dupe life simulation side. And a few small planet additions, occasionally atmosphere, different light cycles. 

And maybe propane and propane accessories. 

Honestly more death, as morbid as it may sound but also faster leveling once a base is established, maybe specifically for training, foods, meds, recreation.. give options for dupe life that also have purpose for game progression or story development. 

Challenge me!!

Let's cycle dupes like material and create functional art with purpose. 

Something like minecraft Redstone is a honestly a prime example of gameplay mechanics that just keep giving.. more.

Oni certainly has some of that charm. And I know back tracking development is bad.

But I do hope they take note of what works and is both fun and requested often, while extending the challenge of early game for the story traits and game progression. Even if some things need to shift a bit, I'll always welcome a harder challenge and complex game mechanics. 

Liquid co2 fish tanks.

Creature hunting, gotta catch them all.

Botanical space station. 

Zero gravity material production requirements. 

Disease samples. Meep needs zombie spores so we can study them first. Sorry buddy.

 

Ok, I just wanted to ramble on my soap box for a moment. 

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