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Found 2 results

  1. So I just tried the current state of the DLC for a first playthrough. After 800 cycles, I feel like I have a solid impression. To start out on the most imporant note: The overwhelming majority of the new content is excellent. Space travel is significantly more fun than in the base game, and there's a whole lot of new tools that are just a joy to play with. Which leaves me to talk about the one oddity amongst the otherwise great new things: Radiation. The whole radiation-thing feels, at this point, very much shoehorned in. Most notably, the seemingly random requirement of nuclear research for absolutely essential technologies. This feels very weird. I set down the nuclear research station next to the shipwreck, did all research with it, and now there's no reason to use radiation at all. Why I should go through the trouble to build a research reactor setup, I have no idea. It would be one of those "I have nothing left to do, let me try this"-projects. Which is fine on its own, but then it shouldn't make the rest of the game more tedious. There are two things that I feel would require change to make the whole nuclear thing an interesting feature: More mid-game applications. The plant mutation thing seems to go that direction. Still, I feel it needs A LOT more small little things that we can do with it to make it actually interesting. Change research requirements. Maybe anything radiation gets their own little, optional, research groups. Most importantly, though: I feel like the arbitrary requirement of nuclear research for essentials such as solid transport and solar energy just needs to go. It makes no sense, and blocks off vital tools. As of now, it just makes the midgame-transition more tedious. It neither adds fun, nor makes things interesting. At the current stage, I think it'd be best to just remove the nuclear research requirements altogether. Throw everything radiation into its own research line, and let us choose to not choose it. If no one plays with it, then it might just not be interesting enough in its current state.
  2. It was the mid 60s. This was during the Cold War, only something went horribly, horribly wrong. The Nuclear bombs detonated all over the Earth, driving some to madness. Others survived on ancient magic and witchcraft. Finally, some lived in bunkers, deep below the Earth. Though one man was all three. His name? Maxwell, A.K.A William Carter. Very few survived on the island above his isolation. Some were mutations, such as Beefalo, Koalephants, and Jackelopes. Others just thrived, and became larger predators, such as the Spiders and Tallbirds, which gained monocular vision. Meanwhile, the hounds were pets who went feral. Many ships wrecked, leaving few survivors. Some other vehicles crashed. Some were part of an ancient tribe long since gone. Meanwhile, some arrived do to... otherworldly means. Whatever the case, there were some surviving humans. And they needed to go underground, and then, survive. Character Sheet: Name: Gender: Bio: (Optional) Physical Description: ---------------- Health: 100/100 Sanity: 100/100 Hunger: 100/100 (Note: If specified in abilities, these can change.) ---------------- Abilities Positive: Negative: ---------------------------------------- With the abilities, make sure to give a description of the ability. Try to make a balanced character.