More sophisitaced progression/research/science on survival

Kamil Rutkowski shared this feedback 56 days ago
Not Enough Votes

SE1's progression system is there, works and definitely is better than nothing but there is clearly unused potential that could've enhanced survival more and give the game more depth.


Im sure some of y'all played Astroneer. If you did, you definitely remember that research of new things was a big part of the game. If you didn't, you basically had to explore the planet; forest, caves, plains and other biomes/planets for research samples, you later put into a research chamber, that gave you bytes in return. Research sample rarity = research units (bytes) amount. You could later decide what you wanted to research with these bytes.

Even tho some inspiration doesn't hurt, we still could make it a bit different and better:

We could make it a bit more linear to eliminate content skipping (you could focus on collecting many bytes so you could research the best things in the tech tree right away) by still retaining the build first to unlock another mechanism. Both paired with ore & production progression would make this game have one of the best progression systems ever.

Another way I can see research/progression work:

-exploring wreckages, abandoned stations for hard drives that contain data, which could contain blueprints for separate blocks or/and the Astroneer byte system - hard drive - data points

-exploring ancient/lore locations for artifacts which contain rare blueprints of powerful blocks (similar to prototech from SE1) or/and contain lots of said data (research units)

-blueprints as an reward for the missions, buying blueprints - adding more need for doing the missions and adds more depth for economy


if you agree or like this submission, check out more of mine and give them a bump

Replies (5)

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good idea, I've seen similar ideas here, block progression is one of the most important parts of the survival playthrough

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As long as it can be turned off, I am all for it.

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isn’t that option already available? in the loading settings of the save

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Much of this and more is also covered in the thread "SE2 Progression IDEAs"

d664aba849546edf4c8063be81fa6ec4

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Greetings to all. The idea proposed by the author is very

it's a good one, of course I haven't played "Astroneer" and I don't know how the development is implemented there, but from the description I roughly understand what the author meant. However, I played Subnautica and I liked the method of collecting information. I'm talking about a handheld scanner. It would be very nice to have a development mode in which you are in survival mode without having all the blocks in the technology tree, you can add certain blocks to this technology tree by scanning them from a captured enemy ship. Maybe, in order not to make it too easy, do the same as in Subnautica - scan - a few fragments... In general, this is an idea to think about in addition, it would be very interesting in a Scrapyard-like Scenario.

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I really like the idea. Definitely - searching for samples and placing them in a lab for research in order to gradually unlock the tech tree. Look here, I have an idea for an advanced scanner https://support.keenswh.com/spaceengineers2/pc/topic/47238-suggestion-more-advanced-scanning (here, like it or not, it strongly intersects with this topic). So, the player could run around with an advanced scanner (similar to the No Man Sky scanner, only better), collect samples, replenish the "codex", place them in the lab. Scan everything in a row, trees, berries, mushrooms, mineral rocks, maybe some fauna. And I think it will "take off". The process of exploring the world and resources in it will become much more exciting than in the first part. The game will have "depth" thanks to these new mechanics. The lab should not instantly study the sample, it takes some time to study it, the rarer the sample, the longer it takes to study it.

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