This object is in archive! 

VOTE! Suit Features: Upgrades and Suit Classes

Dave shared this feedback 8 months ago
Not Enough Votes

Hoping for new feature... Useful Suits and Suit Upgrades

Standard Suit: No Bonus

Combat Suit: +50 hp

Engineer Suit: doubles server settings for suit carry capacity

Miner Suit: +50 power, +600L carry capacity

Explorer Suit +100% O2, +100% H2, -600L Carry Capacity


Suit Upgrades (Backpack)

Power Capacitor: +100% power

Life Support Upgrade: -50% power drain

Armor Plating: +50 hp

Bio luminescent Light: removes power drain from light and increases area of lighting around player but slightly dimmer

Extra Pockets: +350L


Bottle Storage Rack: Removes Weight for 2 bottles and adds 2 slots under upgrade slot for them

for compact bottle use


with this as a few ideas maybe have 2 upgrade slots

Replies (5)

photo
1

LETS GO PEOPLE!

photo
1

There are many similar proposals, and they have been appearing quite regularly since the beginning.


I have discussed my opinion on the spacesuit issue more extensively in this thread:

https://support.keenswh.com/spaceengineers2/pc/topic/45275-space-suits

Similar from jake R is there:

https://support.keenswh.com/spaceengineers2/pc/topic/48713-combatstealthemissionssuits-and-dynamic-systems

From Jony:

https://support.keenswh.com/spaceengineers2/pc/topic/48724-se2-inventorycostumeitem-sizeinteraction

photo
2

With the hope of being able to remove suit entirely i have upvoted this while also i created another feedback myself mentioning being able to remove suit with advantages and disadvantages with extra features i simply mentioned. Glad someone else found the neccesity of this.

photo
1

I would also like more customizability.

photo
1

Upvoting this older topic because I just wanted to make a very similar suggestion. Key concept for the idea I had; use an inventory slot feature like for consumables to add a space for suit modules. The default character with no items would be akin to NASA's undersuit/the non-EVA suit astronauts wear. You'd then equip and should probably come equipped with by default in survival, a very basic EVA suit that allows survival in vacuum, low oxygen, extreme temperatures, slightly better radiation resistance. Upgrades to the EVA suit provide extended survival time and better protection from the elements. The OP's suggested suit upgrades are the sort I was thinking of for specializations for EVA suits. Then there are a few other upgrade slots like what he described:

My idea was you'd have a limited number of these modules you can use simultaneously (like the suit consumables inventory), with specialized or upgraded EVA suits increasing or decreasing that number.

An exoskeleton upgrade could increase player inventory capacity and mobility while encumbered - encumbrance assuming another feature I wanted to suggest; get rid of or vastly increase the limit on player inventory, and implement reduced movement speed and increased oxygen use (all under gravity, in 0g your thrust acceleration is the only concern) when carrying excess weight without an exoskeleton upgrade. So you would have a safety margin of a fraction of your inventory weight beyond which you have to exert yourself more. With the exoskeleton your carry weight no longer affects movement speed (or to the same degree), but the exoskeleton has a hard carry weight limit (your max inventory capacity). In 0g or when using thrusters on a planet, the amount you are carrying mostly affects how quickly you can accelerate, which leads into the next upgrade idea.

Improved thrusters; these provide higher overall thrust. The default EVA thrusters should be enough to lift the player + basic tools off the ground under 1.1g with decent margin for a little carry weight before struggling to lift you (another thing to test and get feedback on), but improved thrusters increase the net force of the thrusters, increasing the amount you can lift under gravity and improving performance under load in 0g.

Then you've got hydrogen/oxygen/power storage upgrades, which are fairly straightforward; these improve one or multiple storage capacities.

Then comes armor. Armor reduces damage taken from explosions and weapons. Different forms of protection modules can be added too like impact resistance that instead reduce damage taken from high-speed impacts, making accidents more survivable. And meteorite protection; I had wanted to suggest the possibility of micrometeorite impacts in vacuum. Extremely rare events that cause a suit breach (I was thinking of damage to the durability of the EVA suit, which can be repaired, and chiefly causes increased oxygen consumption, power consumption (heating and cooling) and reduced radiation resistance until significantly damaged whereupon you risk vacuum damage) and minor injury to the player. More likely when other meteorites are coming down. An auto-filling gel layer upgrade could repair suit breaches and restore integrity.

Leave a Comment
 
Attach a file
You can't vote. Please authorize!
You can't vote. Please authorize!