Customizable/Variant Suit/Jetpack for Survival
These are some ideas to expand the sense of progression during survival, and to potentially allow for interesting player choices to specialize for certain task. Ideally, it could also prevent the "hydro-man" effect where the player in a space suit/jetpack is more effective than almost any ship that the player could design/build for certain (or most, or all) tasks.
Space Suit Variants
- Simple Jumpsuit - no O2/flight capability, but either an ability to link to a nearby conveyor access port (within 10-20m?) to pull components/cargo from connected containers, or an extra-large inventory (perhaps 3-5x "normal") - default starter suit on planets with breathable atmosphere
- Basic Vacuum Suit - default starter suit
- Flight Suit - lower O2/power storage, minimal cargo space, but faster jetpack speed (double?)
- Mining Variant - added cargo storage at the cost of lower speed
- Combat Variant - increased damage resistance, but minimal cargo space, reduced jetpack/run/walk speeds - possibly with heavy/light versions
- Powered Armor - faster walk/run speed, higher cargo capacity, but much higher power consumption/recharge cost (from medbay/ship power), half normal jetpack speeds
Spacesuit Mods/Upgrades
(each suit could have 1-4 mod slots which could each accept an upgrade - potentially allowing for multiple tiers of each suit variant above)
- Backup Battery - increases suit power storage, possibly multiple tiers, (unlike SE1 power cells, should be craft-able by default, and automatic instead of manually triggered)
- External Hydrogen/Oxygen Tanks - as existing bottles in SE1 (but maybe with only a single bottle per mod slot, and the player has to manually replace them?)
- Hydrogen Engine - converts hydrogen to power when battery is low (or with a player-initiated key toggle)
- Solar Panel - slowly regenerates power while in direct sunlight (at least enough for basic life support functions)
- RTG Generator - high mass/volume, near unlimited battery
- Wireless Power Transmission - so long as you're within range of a transmitter (grid-based block, similar to antenna?) your power doesn't decrease or even recharges
- Autodoc - improved health regeneration (possibly with multiple levels at increasing speeds) OR a player-initiated toggle that dispenses a medkit (either consumable from main inventory, or perhaps with a cooldown) OR a health level/injury triggered fast boost from a medkit (i.e. player drops below 50% health, it automatically triggers a medkit)
Jetpack Variants/Variables
- Force applied - How fast can the jetpack accelerate? Enough to overcome 0.1g / 0.25g / 1g / more? Could include the engineer's mass and any inventory contents to reduce overall acceleration?
- Dampeners vs No Dampeners - flying without dampeners is significantly less convenient, potentially making ships (or more expensive jetpacks) a more viable choice
- Thrust Directions: Single Direction (down/forward) vs Primary Direction (down/forward but with minor lower-force/thrust stabilization in other directions) vs Omnidirectional (equal force in all directions)
- Limited Thrust Duration - after a short burst, the jetpack must cooldown (re-pressurize tanks?) or be refilled before another burst
- Fuel Capacity * Fuel Usage Rate = Max Flight Time (could have some packs provide high performance but with much higher fuel usage?)
- Fuel Types - Besides Hydrogen, could have Electric/Power based (drawing on suit battery power)
- Example: Jetpack - no dampeners, only works in atmosphere, enough acceleration to overcome (some/most/all) gravity, only provides thrust in a single direction (or mostly in one direction, with enough minimal force in other directions for stabilization, but not enough to support against gravity). The idea is to make it viable for basic planet-bound building/repairs, but not so convenient that it's superior to any/most ships
- If high-performance jetpacks are expensive enough, they'll reduce the incentive to fling endless clones into combat, and make building actual ships more attractive
Obviously this would require extensive testing/design to build out, as well as potentially some additional (complicated) character modelling for full cosmetics - but just having the spacesuit/jetpack as separate inventory items and available for easy mod-level customization would be extremely useful.
Cargo Hauler suit - A bulky suit with a Powerful Battery, large Oxygen tank, lots of cargo space, but little to no Hydrogen tanks.
Cargo Hauler suit - A bulky suit with a Powerful Battery, large Oxygen tank, lots of cargo space, but little to no Hydrogen tanks.
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