june999 Posted Wednesday at 02:20 AM Share Posted Wednesday at 02:20 AM Once a colony reaches the late game, most players have already solved food, oxygen, and power production. Advanced materials such as Steel, Plastic, and Refined Carbon also tend to accumulate in very large quantities. At the same time, duplicant skill progression has largely reached its practical limit. Large construction projects, rocket programs, and asteroid expansion become increasingly time-consuming, leaving fewer meaningful goals for the late game. I would like to suggest a late-game medical enhancement system that allows players to continuously spend advanced resources in exchange for temporary productivity instead of permanent stat increases. New Item: Adrenaline Surge Unlock Requirements Advanced Medicine Precision Manufacturing Both technologies are required, ensuring this is a true late-game feature. Crafting Building Advanced Apothecary Power Consumption: 1200 W The high power requirement provides another meaningful late-game resource sink while fitting the concept of advanced medical equipment. Recipe Steel – 150 kg Plastic – 50 kg Refined Carbon – 50 kg The relatively expensive recipe encourages strategic use during megabase construction, rocket projects, or emergency situations instead of everyday use. Effects Duration: 2 Cycles Grants: Athletics +15 Strength +15 Construction +15 Digging +15 Operating +15 Research +15 Cooking +15 Doctoring +15 Drawbacks To keep the item balanced: Food consumption ×2.5 Oxygen consumption ×2 Increased stress generation while active Cannot consume another Adrenaline Surge until the current effect expires This creates a meaningful trade-off between productivity and resource consumption instead of providing a permanent upgrade. Why This Would Improve the Late Game I believe this system would solve two noticeable late-game issues. First, it creates a meaningful resource sink for advanced materials such as Steel, Plastic, and Refined Carbon. Second, it allows players to exchange resources for temporary efficiency during megabase construction, rocket missions, and asteroid expansion. This would not reduce the game's challenge because every benefit comes with higher costs in materials, electricity, oxygen, food, and stress management. I believe this fits Oxygen Not Included's design philosophy very well: Greater efficiency should always come with greater costs. Thank you to the development team for continuing to support Oxygen Not Included. I hope to see more engaging late-game mechanics in future updates. Link to comment https://forums.kleientertainment.com/forums/topic/172490-late-game-suggestion-adrenaline-surge-%E2%80%93-turning-surplus-resources-into-temporary-productivity/ Share on other sites More sharing options...
Griv99 Posted Wednesday at 04:39 AM Share Posted Wednesday at 04:39 AM +1 for identifying common themes that tend to stall a mid/late game playthrough. I agree with the premise of having an option for a resource sink, and have long considered those pesky 10+ skill points need a better home... I think in some old post I may have mentioned planetoid specific 'wonders' or mega projects, and I would like if they added some sort of temp buff like you are describing to the effect that it gives players more options, reduces internal calculations, etc. I would love to see what Klei would pitch to combat the resource accumulation woes, and provide options for additional opportunities, or fun pivots. Link to comment https://forums.kleientertainment.com/forums/topic/172490-late-game-suggestion-adrenaline-surge-%E2%80%93-turning-surplus-resources-into-temporary-productivity/#findComment-1873981 Share on other sites More sharing options...
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