Progression should be different for Factions and Blocks, and an idea how

bnainz shared this feedback 2 days ago
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Right now we only have one 'faction', the overarching colonization one. Keen has released ideas for others, and I am assuming with this post that they will be in conflict with each other, and you the player has the ability to join different ones and work towards their goals via Contracts.

That is the main point, a different type of progression for factions and blocks. Contracts for factions, and something else for general blocks.

Aside from the primary premise, below is just my idea how:

You should have the option of joining different factions and accept their contracts to move up the ranks and gain access to faction unique...suits(heavy armor suits, exploration suits, explorations suits(make suits customizable), faction specific blocks, faction grid sales or blueprints, locations, access to specific resources, access to better space sectors under their control, etc. I think the end goal would be domination of the entire system, controlled by your faction, via contracts. Either specific ones or general 'letters of mark' type.

Block progression should be separate from colonization progress. There will be multiple starts available, eventually, and this eliminates that problem.

My idea on that is to have block progression tied instead to all the different resources, using a 'research block' type(s), using the length of research time and specific resources gathered to the 'research block', be needed to initiate the research timer to unlock the block(s), all of which is customizable from the main menu for a quick play(zero research time and minimum amount of resources gathered) or more difficult start that requires more time and effort.

In a Suit only start, you are essentially gated on your progression rate by your access to current resources that are around you(different biomes and locations have different types of resources). You build your first transportation and base using your backpack(should be limited to bare necessitates of a survival kit). The type of transportation is decided...by your biome...which has different resources...which have different research trees to unlock different blocks. Rovers/boats/space tugs, essentially for a terrain, water, and space.

Higher tier blocks require multiple different types of resources from different biomes/planets/asteroids/etc to unlock...meaning a standard progression naturally falls into place if the resource spawn points are only accessible by different *types* of transportation: suit only, initial rover, hydrogen to space/asteroids, ion to other planets/local space, jump drive to deep space/anywhere, advanced tech for high pressure/temp (gas giant, bottom of ocean, lava, etc)

A graphic analogy of the idea would be a list of all the resources, vertically, with all the blocks pathing to the right. The higher tier ones would require multiple blocks unlocked first, and multiple types of resources to activate, which naturally produces a narrowing as the tree progresses further down the line.

Or whatever the modders make. Separating the two would enable modders to create their own progression paths they need, own factions they need, own contracts, etc.

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