Snarks Posted February 17, 2013 Share Posted February 17, 2013 (edited) The idea behind the science mechanic is two fold. First, it acts as a tutorial for new players, limiting the amount of content they are confronted with. Second, science helps pace the game. A good example of this working is the more advanced weapons like sleeping darts. New players don't have to tackle the more complicated weapons, and the weapons will be available later in the game to deal with whatever monstrosities the world starts letting in.However, I lied. There is a third reason for the science mechanic. That is the idea that the science machine is a companion to exploration. Players are rewarded for exploring through improved technology. Each tier of science should promote a distinct stage of exploration.Tier 1 Science MachineKeep it basic. The Science Machine is for getting the player's feet wet. Sticks, rocks, and gold require some basic exploration to find. It's fine as it is. This currently explores the immediate grassland biome and the quarry biomes.Tier 2 Alchemy MachineIdeally, the tier 2 machine should encourage the player to explore regions they normally do not. So instead of the current resources, I suggest: paper, meat, and silk. Paper would encourage exploration of the swamp biome while meat and silk would involve fighting or salvaging.Tier 3 Calculus MachineThe proposed third tier would start exploring midgame content. As there isn't much midgame content yet, my item proposal is going to be incomplete. I suggest: nightmare fuel, hound teeth, and something. By this stage, I'd imagine the player would be around day 10-15. They would have explored much of their map, done a fair amount of fighting, and so the next step would be to introduce the insanity mechanic. Some of the more exotic items like the amulet and night armor will be available at this tier. There will be a notion of risk versus reward exploration here. The hound teeth is included as well to keep the player from jumping straight into tier 3. They will have to survive a few days first, acting as a signal that the player should be well equipped before venturing into insanity for the nightmare fuel.I'd also like to suggest a bit of farmplot rebalancing here as well.Basic Farmplot -> available with Science Machine. Lets you grow food.Speedy Farmplot -> available with Science Machine. Lets you grow meat, giving it an incomparable quality. It'll also give an alternative to killing animals for meat for research progression. Make it grow really slowly though and maybe with another negative, it could grow monster meat for instance. Maybe rename it to Meatplot.Turbo Farmplot -> available with Calculus Machine. Lets you grow food faster. It's part of the reward versus risk mechanic behind the third tier research. The player is rewarded with a better farmplot. This should indirectly give a reason for players to use the Basic Farmplot as a stopgap.Some additional thoughtsI think it would be cool if there were many methods for acquiring resources as to not force the player to perform a particular task to get a particular resource. A good example of this is gold. The player can choose to mine for gold, find gold, or trade with the pig king. There are multiple methods of acquiring gold, but they all promote the basic idea of exploration. So for the Alchemy machine, resources like meat can be collected in various ways: murdering pigmen, hunting beefalos, or poaching tallbirds. There isn't much to be done with silk and paper however, but I think it's a good thing to keep the idea of multiple routes with similar gameplay intent of exploration when considering items for the science machines. Edited February 18, 2013 by Snarks Link to comment Share on other sites More sharing options...
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