SE2 Inventory/costume/Item size/Interaction

Jony shared this feedback 10 hours ago
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Inventory I'll start with a simple one, colored icons of objects (how many years have I been playing SE1 and sometimes I try to play online if I see that the icons on the server are not colored, I just go out and look for the server where there is a mod for colored icons) an empty requirement never works, I think I need an explanation. even in the vanilla version, sometimes there comes a time when there are a lot of objects and ingots and I have to spend time scanning with my eyes, where what I need, a different palette of colors is easier to remember and allows me to find what I need in an instant.

A completely different inventory depending on the costume

The character has 4 equipment slots

1. Helmet

2. The suit

3. Back/backpack

4. shoes

A limited number of slots depending on the backpack and possibly the suit.

Transfer tools and items to the quick access toolbar not from the huge list of mind palaces via the G button, but directly from the inventory

Remove the palaces of the mind that takes up the G-button on the keyboard once again, replacement? Choose one. -

1. Make a separate item - a PDA designer who will do the same thing.

2. considering the new inventory, an empty slot means empty hands, instead of the number 0, the same menu opens with an icon and animation of the character using his PDA

3. A separate button in the inventory menu opens the same PDA designer, for convenience, if you hold down the PDA button, it can be moved to the quick access toolbar from 1 to 9 and an empty hand on the number 0.

These three options also take into account that when activating the PDA, the quick access toolbar stops taking into account the character's inventory and begins to display the PDA data on the quick access toolbar. When exiting the construction mode, everything returns back (all the blocks displayed on the quick access toolbar are stored in the PDA's memory), so in terms of features and convenience, we don't really do anything we change it and as a result we get rid of the eternal problem of all the players, garbage on the quick access toolbar.

Different size of items

small, medium, large

small items can be safely placed in any slot of the backpack and in any container. (PDA, welding, pistol, submachine gun, wires, batteries)

medium items are items that should be placed in a separate enlarged middle slot, depending on the backpack, for example, an oxygen tank and/or a hydrogen tank. You can also move such items into suitable containers or hold them in your hands.

Large items are items that will not physically fit into the player's inventory, but which can be picked up as in Deep rock galactic and dragged into a suitable container.(you can also make a cool backpack on which you can hang such a large object)

Now the most important thing is why?

Grinding in SE is frankly boring and monotonous, regardless of whether you dig with a manual drill or a large one from your ship.

The different size of the items allows you to interact with it in different ways and not get bored, so the player will always be motivated to think about doing something new for transportation or other improvement to increase resource extraction.

An example of iron mining.

At first, the player mines iron as before and gets small pieces of iron, and sometimes he may be lucky enough to find a large piece of iron that will give more resources when smelting, also in the future he may make a standard drill that can extract medium pieces of iron at once, but he breaks large pieces of iron into medium ones, in the future he will be able to make a special drill that does not breaks large pieces of iron and carries them along the conveyors. (optional, but I think it would be great to make it possible to break a large piece of ore with a drill if the player does not want or cannot transfer it before melting or does not have the necessary processor, variability)

such a system will be good not only to make interesting loot, you can add battery cells to the game that can be replaced by pulling out the discharged one with your hands and putting it charged, such a thing will be useful for small vehicles that do not always manage to reach or fly to the base for charging.

You can fantasize endlessly about how many possibilities a clear separation of size opens up, and I have given examples so that items are useful at any stage of development, now not only the speed of extraction is important, but also quality and quantity, engineers will have to think about which method will be the most profitable at one time or another.

The character's costume and other equipment

According to the possibilities, the initial set of the costume can not be changed. I'm not going to suggest masochism at the beginning of the game and make the costume initially unable to do anything.

Engineers are not simple people, and a standard inexpensive universal suit will always be provided in an escape capsule or ship.

So why do we need different costumes and gear?

Considering that water will appear in the game, it naturally suggests making a special diving suit for underwater travel, I won't even describe how I imagine it, I think the developers already know everything about this and they will be able to surprise us. In the first part, there is such a problem that playing as your character at a certain stage is boring and does not make much sense, and pvp is a separate kind of masochism.

The suit now depends on the degree of protection from cold, heat, pressure, radiation and of course physical damage + the possibility of installing a special module / backpack

A helmet is also an element of protection for various tasks and cosmetics, a helmet for underwater travel (transparent), a helmet for space (tinted), a combat helmet (the face is well covered, good protection in PVP), a helmet with a gas mask (from radiation and chemicals if there is one) well, maybe a cool helmet with bells and whistles that is durable and protects well and looks stylish, but here again, you can fantasize as much as you like.

Boots - it will be fun to be able to make other boots for different interesting tasks.

Examples

Regular shoes without a magnet (for difficult difficulty or when landing on planets)

Regular shoes with a magnet (Already in the game)

Improved boots with a magnet (thanks to a more powerful magnet, they allow you to walk sideways or head down on the ship and not fall in natural gravity)

Improved reverse magnet boots (thanks to these boots you will be able to bounce off metal surfaces twice as hard)

Regular boots with spikes (allow you to walk normally on ice)

Ice skates?(allow you to glide quickly on the ice)

Skis???(okay, I'm already joking, although the mod creators won't joke)

And the most important thing is the Back/backpack

I don't just take my back into account, because what prevents me from taking off my backpack from my vacationing friend and bringing it to him without wasting time sorting, you can also take off your backpack and thus become faster. And of course, this is another opportunity to make backpacks for different tasks, with more or fewer slots, with a larger or smaller balloon size, with a more powerful or weaker jetpack in the atmosphere, in space, under water, the most interesting thing I think will be to make an extreme combat pack - by double-tapping the jetpack in the right direction. it does not accelerate smoothly, but makes a sharp jerk with the characteristic sound of a micro explosion, allowing you to essentially dodge or quickly leave (for balance, this technique can be done with a recharge of 3-5 seconds and it consumes a lot of energy and fuel)

I also didn't take into account the severity of the weight being carried because it's not really necessary because engineers are tough and prepared people, but there are some logical points that will slow down the character.

A large object in your hands, if it is heavy, then naturally you will walk slowly, if the object is large but light, there will be no penalty, at least run. Engineers won't make a huge backpack like in death stranding, it doesn't make much sense considering the risks.

If you make heavy combat armor, it will naturally slow down the character, for the engineer the ability to survive may be more important.

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I understand English well, but I don't write well, so don't judge me harshly.

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