• Content Count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About Genophix

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. We could just have a system like what Subnautica uses, where when you start the game you choose the level of difficulty and which survival elements you want in place. I do appreciate this adds strain to the developers to balance the game for all 'modes'. I personally think the finite O2 is a good idea and here's why. How many times have you played a game like Oblivion or the Witcher 3 where the core challenge of the game disappears due to levelling up. The exploration then starts to feel pointless and dull. I'm not saying give players 3 minutes to get O2 plants working from the second the
  2. Yeah that's another possible solution, I've always loved hover vehicles. You would nee a way of locking it down in storms though ^^
  3. I really like the idea of the O2 being limited. Lets face it, it's the most basic resource we need and so if this was not just there all the time it would add a level of urgency to the game.
  4. Yes good idea, this is currently a huge problem when trying to move to another planet and build a vehicle, I've often ended up having to build 2 vehicle bays to get around it
  5. Heya, So while I love the rover and truck they are obviously nigh on useless when you leave the first planet either because of the terrain or the lack of gravity. So I was thinking how useful a spider/walker type vehicle would be. It would have the same functions as normal vehicles but instead of wheels it would use legs to step over the boulders and spikes. I think the trade off would be that it would move slower when on flat ground compared to the rover but when on say, the Arid planet, the spider would be a far better choice. Depending on how it was designed (size/elevation) you