Elendiar Posted March 9, 2018 Share Posted March 9, 2018 My suggestion to make sense of colony building, is making rocket to fly to another asteroid (etc. Heliconia). Concept: adding new room - rocket shaft, with size abt ~120x30, where we build rocket from end game materials (metal, plastic), and fill it with cerosine as fuel, liquid oxygen - as oxygen (now it's worth using ultra-low temperatures), water and other thing for for life support. You can formulate the requirements for the rocket to the amount of fuel water food and other without which it will not be possible to launch. We can duplicate new crew, with special ability - astronaut, to transfer them into new map for balance. This concept can be improved by a variety of small things, from the internal structure to the launch conditions, new modules, new items and other things. This opens a logical way for the development of the colony - we have developed a self-sufficient colony on one asteroid, and we send the colonization next! Link to comment https://forums.kleientertainment.com/forums/topic/88482-end-game-content-rocket-building/ Share on other sites More sharing options...
Christophlette Posted March 9, 2018 Share Posted March 9, 2018 That is nice idea in my opinion. Reminds me of how Don't Starve works as when you will arrive in the new asteroid, you will have to start over. Link to comment https://forums.kleientertainment.com/forums/topic/88482-end-game-content-rocket-building/#findComment-1013036 Share on other sites More sharing options...
Elendiar Posted March 9, 2018 Author Share Posted March 9, 2018 It is possible to expand this, so that on a new map this rocket appears on the surface, and no part of it can be disassembled, without fuel, with a thinned stock of water and oxygen (analogous to the generation on the map). You can prohibit the construction of storage for resources, except for food, to prohibit abuse at the start of a new game, which is explained by the limited load capacity, which went to fuel. The new map will start differently, the variety will have to be dig deep into that, together with the generation of a unique preset like Helicone, will give a different style. A very cold asteroid, a hot asteroid, an abandoned asteroid, each is more complicated than the previous one, each requires a rocket to pass through. It just gives you where to put tons of high-level resources, like in factorio. Because it is possible to build a self-sufficient colony without plastic, without kerosene, without using low-temperature physics. This is something that you can try, knowing that you need dozens of tons of refined metal on the rocket body, a huge amount of fuel, plastic for interior decoration (for example, a requirement only for plastic beds), you will need to build a liquefying cooling tower. And it's cool! Link to comment https://forums.kleientertainment.com/forums/topic/88482-end-game-content-rocket-building/#findComment-1013103 Share on other sites More sharing options...
ImpalerWrG Posted March 10, 2018 Share Posted March 10, 2018 Escaping the Asteroid is a logical victory condition, but I would imagine a rocket would be a single massive structure with liquid intake ports to fuel it. It should hold 3 dups so your likely looking at building a small fleet of them. Rather then a rocket tube/hangar just require a clear path for them to the map edge and players may build them inside tubes or out in empty space as they wish. Link to comment https://forums.kleientertainment.com/forums/topic/88482-end-game-content-rocket-building/#findComment-1013282 Share on other sites More sharing options...
TheScaryOne Posted March 10, 2018 Share Posted March 10, 2018 This would be a great idea when the surface biome gets implemented. Have to craft the rocket on the surface, and you land on the surface of the new asteroid, and have to dig down from there. Link to comment https://forums.kleientertainment.com/forums/topic/88482-end-game-content-rocket-building/#findComment-1013521 Share on other sites More sharing options...
Jigsawn Posted March 11, 2018 Share Posted March 11, 2018 I'm sure this or something similar is already planned for the end-game. Something big and difficult to build/obtain to escape the asteroid or solve the lore mystery, which requires top level tech and using the most difficult to obtain resources. Excellent survival game Subnautica did a good job with its end-goal of having an escape rocket you can build. It required materials only available in the far depths, where the story led you. Basically you couldn't build it unless you'd seen everything the game had to offer. If you built the rocket and left the planet, you got a proper ending with credits - but you could also just stay and survive as long as possible and never launch the rocket. It would have been nice though if you still got an ending if you built the rocket and decided to stay on the planet - after all, you achieved the end-goal and explored everything, just didn't want to leave! Something to bear in mind if ONI takes this route. I like the ideas here of getting to choose when you escape the asteroid whether to escape to "freedom" or continue life on another asteroid. Some people are suckers for punishment Link to comment https://forums.kleientertainment.com/forums/topic/88482-end-game-content-rocket-building/#findComment-1013773 Share on other sites More sharing options...
el_fidel Posted March 12, 2018 Share Posted March 12, 2018 this would lead to a nice natural continuity, even endless play but I think I might like, if you could just bring a small number of dupes, maybe 4 or 5, but fully trained ... maybe establish a teaching/lamarckism-dna-graft function, so new dupes could profit from this maybe hide building blocks for interplanetary/interstellar travel in the worlds, so after some you can go ... home? Link to comment https://forums.kleientertainment.com/forums/topic/88482-end-game-content-rocket-building/#findComment-1014400 Share on other sites More sharing options...
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