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(Steam version 0.7.0.0) The Research Module when filled with any unknown object wet to be researched, when opened its module menu in order to start its function...(one mouse left click uncover button cap, second click activate green button, but when accidentally pressed following a third click it immediately cancel the research eliminating the current object. Consider adding a 1 to 3 second cooldown so this can be avoided. Also, add to research items, a short description for each.
Sorry for the long post there a TL;DR at the bottom As a coop multiplayer it would be nice to have classes so as to separate activities within a group but also they shouldn’t be locked to a save game. Add an Arsenal + Wardrobe: kinda like Warframe’s where you would be able to switch backpacks and therefore classes so it wouldn’t interfere with the cosmetics of you character and change the cosmetics of your character like colours, suits or whatever they are planning to make Add a (can’t think of a name): crafts upgrades for your backpack using different materials according to their rarity, perhaps like this: - Raw energy and oxygen - Compound, resin and organics - Copper, carbon and hydrazine - Titanium and lithium Add a Team Maker: players can request through it a certain class they need for their team and therefore make a team where you can see its integrants in the left or right side of the screen together These upgrades would expand the backpack with new devices rather than occupying slots Wherever you see a ‘’generator’’ this would be a device that could be turned on or off consuming energy to fulfil its purpose over a decent amount of time Explorer, Gatherer and Builder - Explorer: its main idea is to move around longer, create tether paths quicker and spot interesting places to mine or expand so its backpack upgrade could be... Further move speed boost Poisonous gas resistance Reduced vehicle energy consumption Extra oxygen tank and energy battery (small one) Tether generator Beacon generator Ability to build a new habitat for half the resources - Gatherer: its role is to collect resources more effectively than others and be better at crafting Collect resources 1/3 or 1/5 more efficiently Collection speed boost Unknown researchable spotting (slight glow) Backpack lighting for cave exploration Energy nugget generator Small 4 inventory generator (rather than medium that takes 2 slots to connect) - Builder: he might be the only one building stuff at the end when he finally reaches the -1 resource building. Also he can keep things running at night. Making platforms and stations requires 1 less resource Activate once per night a solar panel to give some energy Organic generators provide more energy and faster Backpack can transfer its own energy to the base Compound generator Road generator (if they add this) Once combat and aliens are put into the game The explorer could have a skill where he would place a flag and within its range allies would be granted an attack speed boost The gatherer could invoke a storm damaging and reducing enemy vision (this will make them miss some shots or strikes) The builder could activate all building secret defences making each structure to shoot Medic, Engineer and Soldier - Medic: as there are hostiles in the planet there will be need of a class to heal allies or even revive them Organics collection boost Very slow hp regen aura Being granted a medic gun Oxygen tank generator Herbal medicine generator It’s equipped with a defibrillator so he can revive allies tho not unlimitedly - Engineer: I’m guessing structure damage will be added into the game so he will excel at repairing and having the parts to repair quicker than any other class apart from giving extra defences to the team Repair speed boost Being granted a repair gun Armour generator Scrap generator Either a single combat drone spawn or a horde of mini ones (like starcraft’s carrier) - Soldier 5 or 3 shot empowerment (after that number of shots the next one is empowered) First melee strike empowerment Magazine generator Toxin generator Smoke grenade (this will greatly reduce enemy visibility at range and partially at melee) This are just some random ideas i have if they commit to the coop multiplayer model which would help players with a certain play style to feel more rewarded towards their way of playing the game. Of course all this classes are not intended to be game changing as it would basically restrict certain aspects of the game to some classes. Also the system could work as an upgrade one like Explorer --> Soldier / Builder --> Engineer / Gatherer --> Medic and also fuse them together for some new classes like a Field Medic (Explorer + Medic) TL;DR + Building to switch backpacks and therefore classes as well as cosmetics + Building to craft backpack and suit upgrades + Building to request certaing classes and make a team - Explorer runs faster generates beacons and thethers at some energy expense has more oxigen and energy stored - Gatherer collects resources faster and more efficienty and generates energy nuggets and mini storages - Builder makes new buildings for 1 less resource and generates compound and road (whenever they add this) When they add combat and enemies to the game: - Medic colects more organics generates oxigen tanks and herbal medicine for survival - Engineer repairs faster and generates armour and scrap for repairing stuff faster - Soldier has 3/5 shot or first melee swipe dmg bonus as well as generate magazines and toxin to put them to bullets and melees Also the system could work as an upgrade one like Explorer --> Soldier / Builder --> Engineer / Gatherer --> Medic and also fuse them together for some new classes like a Field Medic (Explorer + Medic) This are not intended to be game changing as they would restrict lets say building to builders and that would force ppl to pick that class in a team