Treasure

Deon Beauchamp shared this feedback 42 days ago
Not Enough Votes

It would be motivational to have treasure in SE.

It could be a rare resource, technology, your enemies location data, your enemies capital ships plan showing the most vulnerable areas, a mystery map or clue, a collectable, or some shiny stuff.

Replies (8)

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There is nothing like a little dopamine hit once in a while.

Treasure could also be a trophy for an achievement, like winning a race, or solving a puzzle under the time limit.

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Please add your suggestions for treasure too.

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I think we need some kind of Rare blocks. Ability to upgrade blocks. Keen is adding block wrappers (so you can have blocks in inventory if I undestood correctly). Block wrappers could store the information about any upgrades performed on a block.

These Rare blocks could fuction as treasure.

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Gold ingots

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"your enemies capital ships plan showing the most vulnerable areas, a mystery map or clu"

Those two things. For now rewards from missions are :

GPS coord

Blocks we can grind


Having a small UI that allows game designers to create more content of variety would be really nice.

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Treasure could be hoards of GPU cards and memory sticks.

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I like the idea of treasure in the sense of extremely rare items that cannot be obtained anywhere else. So ideas:

1. A super sensor.

2. Extremely rare and powerful ammo (you could have different types - so the player might find special gattling gun ammunition one time and then some special missiles other times).

3. 100 special armour blocks - stronger than heavy armour but as light as light armour.

4. An advanced battery module that fits into the battery block.

5. Advanced Warp drive

6. Advanced propeller.

Basically, all this stuff would be rare, and players would be unlikely to come across more than 1-2 treasures per game (unless they just spent all their time searching space junk for them). Dev requirements would be minimal as you could just make duplicates of blocks/items already in game and make some modification to the textures to convey that it is "special".

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Exotic production modules is something I really want in the game for many, many reasons. It opens up a whole new leyer of specialization and trade, and promotes exploration. People who like exploration more than anything will now be able to hunt for those rare and exotic staff and sell them for good profit. The game should seek for balance between different progression paths. If you are excellent at things like exploration, or at clearing NPC encounters, or at pirating/scavenging, you should be able to progress as fast as by mining for resources.


Side note.

There should be ways to follow those alternative paths from the very start of the game. There could be different spawn settings. You can, ofc, spawn with your super advanced suit, but as the game lore suggests, we are one of many colonists in this new Almagest system. So we can start on one of the major NPC faction's stations with some good amount of credits. First thing you can do is to buy your "starter" ship. It can be a simple small miner, allowing you to go the traditional mining route. It can be a fighter, so you can start doing some missions, clearing early game encounters or pirating right away :). Or it could be a cargo ship, which is the less expensive option, leaving you with some more credits to buy your first payload of goods to trade on other stops. There could be a good number of "vanilla" ships available to purchase, but you could be able to buy any workshop/modio "starter" ship (they need to satisfy some basic criteria to be listed as starter ships of each kind).

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Thought I would also mention Waterlimon' post on Loot!


https://support.keenswh.com/spaceengineers2/pc/topic/51893-loot

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