Different suit types. Character armor, non-pressurized suits.

Mucio34 shared this feedback 21 days ago
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What SE1 lacks is the reason to pressurize areas and keep them pressurized. Main reason not to care about that, is that when you lose air, basically nothing happens aside from minor oxygen loss. What would be cool to happen is that depressurization could kill you, but it would be also optional. One way to do that is to give character ability to change suits which would have different functions and properties. Here I propose few of them:


  • Space suit - Good for space building, high mobility, low armor, mediocre storage
  • Combat space suit - Good for space combat, mediocre mobility, mediocre armor, low storage
  • Engineering suit - Non-pressurized Excelent for building, High mobility, no armor, large storage (maybe some exosuit with large backpack?)
  • Combat armor - Non-pressurized Good for combat, mediocre mobility, high armor, mediocre storage
  • Diving suits???? (Barotrauma(tm) reference)

Adding Non-pressurized variants which are better in their job than their space suit counterparts, would incentivise to build pressurized areas with airlocks and safety systems. I would also add T2 and T3 variants of each suit which would be straight up better than previous versions. OR T2 and T3 could be Specialized suits for various purposes, such as defending and attacking or building big ships and small ships (better/worse jetpack and better/worse storage). Basically I think adding a mechanic for different suits with different properties would create a large window of oportunities and big potential for modded suits.

About Rock-paper-scissors approach to different suits/armors

I think character armor could also be made to follow it. Instead pure HP/damage balancing you could add different types of armor and damage types. For example there could be armor good against explosions, but weak against AP or sustained fire, and another working in reverse. While it is not neccecarily rock-paper-scissors there is a the idea that every armor has a counter to them. Also more expensive armor types would require more expensive counters. There could be armor type good against AI defences and weak against manual aiming, by making weak spots in armor which AI does not automatically target (such as head for example).

Replies (5)

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Good suggestion.

If anything, there should be a tradeoff between backpack inventory capacity and armor. Suits could also be modular, allowing you to combine different base “armor” types with additional modules like backpacks, jetpacks, portable 3D printers (for “backpack building”).

For example, heavy combat armor could be incompatible with high-capacity backpacks and 3d printers at all, while an “engineer exoskeleton” might be incompatible with certain high-performance jetpacks.

As for pressurization, there could also be drawbacks to constantly wearing your suit. For one, it would still consume energy even while doing nothing, presumably because the exoskeleton or armor systems are active, even if the helmet is open. Second, you might need to eat more often.

Both of these issues could be relatively easy to “solve” in the mid-to-late game, which is fine I guess. Maybe if you keep your suit on for a very long time, your maximum HP slowly drops and you begin suffering negative effects like blurred vision. That way, you would only want to wear the suit when actually necessary — for example before a battle, or intentionally before a spacewalk — while preferring to take it off inside safe environments.

In case of sudden depressurization, I don’t think instantly dying would be a good idea. I mean, you eventually should if you fail to put your suit on in time, but before that your condition could gradually worsen, your visuals becoming more blurred the longer you stay exposed.

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One possible solution would be a slot system for a "basic spacesuit," with the "basic spacesuit" itself coming in several classes—for simplicity, let's call them "basic," "enhanced," and "advanced." They would differ in the performance of the climate control unit (the temperature range in which one can work in the suit), the endurance of the life support system, and the number of equipment slots.

Suit micromanagement—slots for batteries (0,25 kg, 1 kWh ~ 1 hour of operation + 5 minutes of internal emergency reserve) and oxygen tanks (2 kg ~ 2 hours of operation + 5 minutes of internal emergency reserve)


Equipment slots could be of three types:

- helmet slots—for reconnaissance and communication equipment, say two slots in a Level 1 basic suit.

- slots at "belt" - for tools, instruments, and small weapons. This also includes spare batteries for tools (tool micromanagement, 0,25 kg, 1 kWh ~ 10 minutes of tool operation for level 1 tool) and protective work gear and clothing—work coveralls, work gloves, work boots (though protective work clothing can be a single item). Combat armor is considered protective work clothing. Let’s say five slots on the base suit Level 1.

- Slots on the back of the space suit, designed for jetpacks and a supply backpack, though a "Tetris system" or different slot sizes determine jetpack "size" = jetpack power/thrust, and backpack "size" = backpack volume and carrying capacity. Will you use a smaller/less powerful jetpack? You won’t accelerate quickly, but you can add extra gear bags. Will you use a smaller gear bag? You can take extra fuel tanks or a large battery for your suit and tools.

A backpack should behave similarly to a storage box in relation to the load it carries—with an unlimited number of slots, but with limits on volume and weight.

- The slots on the back of the suit are also used to attach an exoskeleton.

The exoskeleton has its own set of slots, similar to those on a spacesuit. These include slots for tools, weapons, batteries, a jetpack or flight unit, armor panels, and slots for a backpack and cargo. Special slots could be used to mount manipulator arms or "heavy" weapons

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I like the "Tetris System" idea! They have it in Factorio and it makes for so many great choices without being overly complicated.

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If you look in the concept art folder, they already have this prototyped. And backpack slots, weapon slots, more tools, helmet slots, different suit types, etc...:)

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