Feedback Required Which additions would make the game world more vivid and lively

Discussion in 'Suggestions' started by Hummel-o-War, Jun 22, 2019.

  1. cmguardia

    cmguardia Captain

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    It would be a change to see a scorpion nest where they breed.
    It is annoying to see that they breed from the roof or come out of nowhere. The idea of small scorpions is interesting, say Nido-> large scorpions, if you destroy the Nest -> a chamber of small scorpions comes out that dispatches a shot, but they are many and can have poison if they sting in quantity.
    In the same way you can imagine a nest of wasps or bees in biomes. A Nest that does not attack until you get too close (metroid as an example).
     
    #201
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  2. Monroe

    Monroe Commander

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  3. Atomino

    Atomino Captain

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    I think it would be nice if I could catch animals and aliens instead of killing them. I would put them in glass cages and study them ...... with teasers or something ......

    I could then automatically open the cage doors in a base attack.
     
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  4. Hector G

    Hector G Commander

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    Releasing a bunch of captured alien spiders seems like a bit of a stretch or fitting for current game design (though sounds entertaining for sure lol) but collecting specimens of plants and creatures or just generally gaining information on alien lifeforms would be neat. Like when you see the honey tentacle plants most new players wonder 'what the heck is that?' and instead of informing player as soon as it is picked that it is a sweetener maybe have some kind of scanner or lab you would need to analyze first.
    I think for this to be fun though there would have be a huge variety of plant life even if some of them are same ingredient like plant protein.
    Expanding the variety of plants and creatures would certainly add life to the game I think.
     
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  5. Damocles

    Damocles Captain

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    For a planets playfield in general: a meta-map defining the difficulty level of an area (types and levels of critters/npc/loot quality)

    Such that the world has separate regions, wich are progressively harder / have higher loot quality.

    This gives the player a feeling of progression when conquering a planet, going from the lower thread zones to the higher threat ones.

    -----

    In general having POIs more clustered in a spot (like a settlement) and less randomly spread out.
     
    #205
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  6. Marc von Geldern

    Marc von Geldern Lieutenant

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    Caverns. Possibly even rare ores like gold veins or crystal formations that can be refined into different usable materials (pentaxid for example, various laser weapons, maybe even for use in warp core construction, better/sturdier windows, etc). A true underground to explore, at least on some planets. Like... the underground of a lava world would probably mostly just be lava, but on an alien world there might be lush ecosystems in subterranean caverns. Maybe even could unbury lost ancient tech from some proto civilization, from before even the Zirax Empire.
     
    #206
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  7. Damocles

    Damocles Captain

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    Funny thing is: the technology - to create caves - is already in the game, and it would add a lot of interesting locations, especially when mixed with underground POIs.
    Minecraft clearly shows how interesting exploring cave systems is.

    ('7 Days to Die' is in the same situation, not implementing procedural caves, even though the tech is there)
     
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  8. Precise Calibre

    Precise Calibre Lieutenant

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    In addition, Empyrion does not have dirt-chunk physics, so the load on the server wouldn't be as horrendous as it is for 7 Days.
     
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  9. Albert

    Albert Lieutenant

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    A) Planetary playfields:

    1) More NPC factions to interact with. It would be awesome if there could be a few more factions and many more intelligent races. Each faction could have their own missions for players to do to earn currency, building components, weapons, armor or whatever. It would also be neat if each faction had their own unique look as for architecture, ships, wearable armors, and weapon styles.

    2) More unique landscapes. Canyons, caves, more plants (both earth-like and alien), flowing water with currents and rivers, and larger mountains. Anything to make the worlds landscape feel more real and large. I want to feel small when I'm on even the smallest planet.

    3) Collision damage on vehicles. If i ram my ship into the side of a mountain or group of trees, My ship should be severely damaged, if not totalled.

    4) More dangerous wildlife creatures and more populated worlds overall with wildlife. Once level 10-15 hits, predators are nothing more than an annoying waste of ammo. Planets (not all), should feel dangerous. Allow some predators to be powerful enough to damage vehicles, and many fast enough that the player cant outrun them.

    5) Water Biomes. Because sometimes I want to play Subnautica in Empyrion :D. Have some resources unique to being underwater or maybe some ore deposits start at the bottom of an ocean floor. Also have water predators and underwater POI's or cave complexes to explore.

    B) For space playfields:

    1) More space stations, some owned by factions, others that are maybe abandoned and overrun by tyranid or zerg like creatures (these creatures could also be on planet surfaces).

    2) A less colorful background. Space is dark.

    3) More AI controlled ships.
     
    #209
    Last edited: Oct 7, 2019
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  10. Liang

    Liang Captain

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    1. More creatures and animals.
    2. More Alien life/factions including locations on planets and ships in space.
    3. Ocean/water life. Both hostile and non like fish.
    4. Underground caverns/caves.
    5. Canyons will add a new dimension to planet landscapes.
    6. A few more plants, trees, bushes will also add a a deeper variety and will even allow for more planet types if you make a "snow covered" to each for snow planets and a "without leaves" version for hotter, dryer planets.
    7. A way to define a difficulty level to a biome instead of the entire planet.
    8. A base should alter the spawn locations of the area around it...Odd that something would spawn right outside the doors of a building...perhaps a land-claiming device prevents spawns in a "radius"?
    9. Herds...grow over time if not culled to give the planet a "living" feel?
    10. Non-hostile Alien life in Alien "settlements". Females (thats sexist!), Children, Elderly. Not everything needs to pull out a weapon and attack you when you are hostile towards them. Make those settlements look and feel as if they are actually alive and make the player feel like a murderer for killing not just the men, but the women, and the children too...
     
    #210
    Last edited: Oct 12, 2019
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  11. cmguardia

    cmguardia Captain

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    It crosses my head the idea of being in space and having a warning of meteor shower ... Upon impact they cause slight damage, but leave parasites that drain energy and damage the helmet! You necessarily have to go out to eliminate them or they will drain the energy of the shield and eat blocks of the helmet. Perhaps it is random or handled as a base attack on the CV given by the large CV. Bigger more likely to happen.

    Cruza por mi cabeza la idea de estar en el espacio y tener un acviso de lluvia de meteoritos... Al impactar causan daño leve, pero dejan en el casco parásitos que drenan energía y dañan el casco! Necesariamente tienes que salir a eliminarlos o drenaran la energia del escudo y comeran bloques del casco. Quizas sea aleatorio o manejado como un ataque base al CV dado por lo grande del CV. Mas grande mas probable que suceda.
     
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  12. ArcticPrism

    ArcticPrism Commander

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    More things actively happening. There's basically nothing that happens regardless of what the player chooses to do. Outside of base attacks, there's nothing the player has to react to. The player has to go looking for all the trouble.

    There are Zirax base attacks but those stop happening because once you build a CV, you're probably not going to build another base.

    There is weather, but it largely is irrelevant. The deadly weather like radiated fog, fire rain, acid rain etc are mostly just for show because by the time the player encounters them, the majority of their time will be spent inside of a vessel.

    Meteor showers for resources only happen if a player mines enough resources out of a single planet.

    Other than these 3 things the universe is pretty much dead. The Polaris, Zirax and Talon do not interact with eachother and they don't do anything like expand or build. Space is even more static than planets because there is nothing out there. Maybe you'll find a POI or freighter if you get lucky.
     
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  13. Precise Calibre

    Precise Calibre Lieutenant

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    I agree with a lot of this. I think making the game a little more dynamic in terms of player interaction might go a long way. It doesn't have to be active interaction, either. Passive could work just as well or better.

    Things like crashing vessels (SV or CV depending on event) could add a bit of fun, for one thing. Make a crashed vessel something like a temporary POI (much like a scrapped AI CV before it explodes). It should broadcast a mayday as it's going down, and go like a meteor. distress signal could show up on detector HUD as a different color. THEN - the crashed ship could be NPCs who need help, a bunch of corpses to loot, or pirates laying a trap.

    On that note, give us "morbid" deco blocks for creative. Various human, talon and zirax corpses to lay out scenarios that took place long before the player got there. Monster corpses. Blood stain "symbols", claw marks, hand prints, etc. All in-game weapons should have a place-able model that can be looted as the weapon it is. Some POI could be made much more engaging with the right deco.

    Maybe invest in some more... invasive endemic lifeforms. Spiders that will take up residence in nooks in your base. Nightmares that come in packs out of the mist. A hive-based creature that will set up shop near bases and attack them as they would a rival hive. Worms or other subterranean creatures that erupt from the ground when your base is too large and disruptive (this includes noise from a base defense).

    NPCs to rescue in various situations. From stranded explorers, to scientists, to wounded military, they could be many things. Taking them to a nearby Polaris or Talon base would allow you to complete the rescue, for rewards and rep. Taking them to a Zirax base would allow you to sell them into slavery/etc. Obviously the decision would impact rep in various ways.

    Allow servers to modify factions the way they want, including dividing factions to be on a planet-based scale rather than universal. Allow factions to be randomly unable to be friendly, or harder to become friendly, automatically friendly to begin with etc. (based on server settings, from vanilla to "all over the place") current standing could be hidden on any world until you successfully discover a POI. Some people are good Samaritans by nature and there's no pleasing some other people, so they need to be wiped out.

    Allow AI factions to engage each other in firefights, if not vessel fights at some point.
     
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  14. vscuorzo

    vscuorzo Commander

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    Still reading through everything here but I'd say:

    A: planet-side
    1. Extreme weather events - I'd like to see storms that you actually need to take shelter from like blizzards, thunderstorms with lightning that can strike you and "stun" and damage your ship, hurricanes that apply slow but steady wind damage, huge tornadoes that can rip vessels and structures apart as well as throw them around, sand storms that do minor wind damage and reduce visibility, etc.
    2. Better NPC interaction - I care less about taking to them, personally, than I do about seeing them appear to be carrying out their own lives although both should be done for the final product. I'd like to see them actively working to expand and defend their territory, launch attacks on each other, etc.
    B. In space
    1. Large-scale phenomenon - in real life, all kinds of bizarre stuff happens and at a scale that's nearly impossible to wrap your head around. I'm not expecting 100% realism but drawing from reality is a good idea here. Pulsars, gamma ray bursts, solar flares, black holes...all of that kind of stuff really happens and would be cool to see in the game. Imagine getting off the planet and heading to a moon and you see a bright flash in the distance. Then, seconds later, a huge burst of energy shoots towards your ship and shears part of it straight off. That element of danger makes space interesting and keeps you in survival mode even after you leave the planet. Solar flares could disrupt power temporarily. Black holes could draw you in and tear the ship apart when you get too close.
    2. I like that space is not very crowded. I'd like to see things like trade ships and pirates near planets but farther out would be more asteroids and things like that.
     
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  15. nostalginator

    nostalginator Ensign

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    Planet playfields:

    I would like for there to just be more to do. More quests, more of a storyline, more incentive to actually visit multiple worlds in hopes of discovering something besides unguarded Zascosium deposits. The faction quests, as they are right now, need balancing. I can easily earn an "Honorable" rating from the Zirax, but there's no real incentive to do so besides being able to go about your business unbothered. The economic system needs a serious rebalancing as well-- currency is irrelevant to the point of one being able to simply opt out of trading altogether. (Depending on what kind of trading station spawns in Polaris territory, you may wind up opting out by default.) For non-purchasable goods, epic weapons are far too easy to find.

    I think we need more to do because the end-game is not defined. Subnautica, for instance, defines the end-game as "cure disease, build starship, go home." Building a starship in E:GS is somewhat anti-climactic, considering you start off with almost no resources.

    I think once you get the story finished, everything else that you can think of will come very easily. I do like the idea of grenades a lot, however.

    Space playfields:

    Space seems fine to me. You need a reason to add features, and that reason is: they serve (i.e. contribute to and/or advance) the story of the game. Danger for the sake of danger gets boring; what goal is our character trying to achieve?
     
    #215
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  16. imlarry425

    imlarry425 Captain

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    One way of bringing back the fear/surprise of being a new player using existing assets would be to create variant versions of existing stuff through use of adaptive pallets or other mechanisms to permit randomizing usage/effects from game to game or playfield to playfield .. something like that wouldn't need much in the way of new code/models; experienced player boredom comes from things being too deterministic/predictable.

    Example: The classic honey plant could be modified so that the sap can render as yellow, green, blue, or red and depending on environment initialization the product of "F" collection could be the classic healing honey, a T6 substitute, an acid that causes damage to armor and it's wearer, or a carrier of an alien parasitic infection. The last two might even be useful intermediates with the right caution and processing.

    The only way to find out what a given color does in a given game/playfield would be to take samples and experiment with them.
     
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  17. Liang

    Liang Captain

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    Yes, I can also see this as a very difficult hurdle for them to overcome on their own.

    Now...if they could implement a way to allow for player made POIs that have been downloaded (as well as my idea in another thread about adding the ability to create spawns via a spawn controller) to be randomly placed through-out the game...oh DAAAAAAMN that could be great...
     
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  18. Monroe

    Monroe Commander

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    You can do that. Spawn the downloaded POI in creative and change the Group Name to something that is already being called by the playfield. I just did it with the Sulusdacor's Zirax Cloning Facility, changing it's Group Name to XenuAuxT1 , and started a new game. There were Cloning facilities on my starting planet.
     
    #218
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  19. Liang

    Liang Captain

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    Umm. I said "to be randomly placed through-out the game".

    IE: Person has 13 POIs from the workshop downloaded when they start a new game, those 13 POIs are randomly placed through-out their game. We could crush this games content problem real quick that way.
     
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  20. idx64

    idx64 Lieutenant

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    Honestly, the Skybox is horrible and pixelated, changing that would be essential, the music doesn't call. In space leaving orbit, there is nothing! There is no ice !!! The asteroids do not move! The atmospheric planets are very discolored, very dark sand, very false mountains. There is no interaction between factions !!! . I would add threat Zirax messages, rotating light, sirens, faction tax payment, programmable route reconnaissance vessel, drone or companion robot, monitoring camera, intergalactic bandits, rebel zirax, bounty hunters, merchants of unknown factions, mega propaganda holograms in the sky, Polaris inhabitants ships around the world, Zirax suit for infiltration, access card keys to certain places, star travelers with missions for the player, Zirax location scout drone and spy drone. Captain, commander and general Zirax or another faction, fellow mercenaries or guards, functional radar with display screen. Weak point of the enemy at a single shot. Hackable core at 100mts, wind energy. And other things for another order hehe.-
     
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