fireman1x

[Suit Upgrades and the "Compressor"]

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I posted in another thread that a health feature would be interesting.. so this suggestion will go along with it as if health were already in the game.

I think a mid-to-endgame machine called the "Suit Upgrader" (or similar) would be a neat new system. The upgrades would require materials to be applied, and power of course - somewhat like a glorified Printer, but for the space suit. An Astroneer would only be able to apply, say, a maximum of 2 or 3 upgrades at a time - spread out over about 3 or 4 slots (Helmet, Backpack, Boots, etc). This could have a lot of possibilities because it is not limited to just a few things that can be made. Farther down the line, mods could add additional upgrades to the Upgrader. This machine would require a Tier 3 platform, buildable from 2 steel & 1 titanium and able to hold more Materials to build larger modules. Materials to build this module: 6x Steel, 2x Compound, 1x Resin, 1x Titanium, 2x Aluminum.

Some of my ideas for upgrades are:

Fall Boots - This upgrade would reduce the amount of health you lose/damage you take when falling from a height. Instead, power would be used. If you were falling from a long distance, and normally would lose about 10 points of health (or whatever system), you would only lose about 5 bars of power. This may have to be changed based off of what system health could/world be implemented in, but you get the point. Suggested materials: 2x Resin (to act as a shock absorber), 1x Steel (when it's added), 2x Aluminum, 1x Compound

Jet Boots - An upgraded Fall Boots (only unlocked after getting Fall boots, and replaces them)  This upgrade would require Hydrazine as fuel, and power would be used. If falling from a long distance, when you get closer to the ground, the jets activate, letting you down safely. If you have a Hydrazine tank in your backpack, and the boots internal tank is less than 50% full, it will draw from that tank. The tank can be refilled by the Suit Upgrader (the boots come fully fueled). The faster you are falling or the farther you have fallen, the more Hydrazine will be used and the earlier the jets will activate. However, there is a chance that when you touch the ground or if you run out of Hydrazine or Power, you will take damage - making these not too overpowered yet good at the same time. These boots can also give you a little boost if you press a certain key (settable in options) Materials: 1x Resin, 2x Steel, 3x Aluminum, 1x Copper, 2x Compound, 2x Canister

Jet Pack - What is there more to say? This upgrade goes in the backpack slot, and as such modifies the way your backpack looks (and possibly functions). Like the Jet Boots, this provides thrust and is set to fire up on the same key as the Jet Boots, allowing you to have maximum speed by combining the two. This upgrade has a VERY heavy Hydrazine consumption, and will eat through a normal Hydrazine Canister in less than 30 seconds. This is why a better Hydrazine canister would be nice... Why not use a "Compressor"? It can compress Hydrazine into a Tank that's normally used for storing oxygen - this will allow you to have 3 times the amount of Hydrazine in one container! However, it also requires a Tier 3 Platform. The Jetpack does not have its own internal Hydrazine reservoir, so it must use traditional Canisters - but does draw on power a bit and that can be used for a couple seconds to get you to safety should you be high in the air and close to a place where you can land. This is fairly OP but could be nerfed by making it require 2 slots of Backpack space or use the two top slots. Materials: 1x Lithium, 3x Steel, 3x Aluminum, 2x Titanium, 2x Canister, 2x Compound

Hover Pack - There are a couple key differences between this upgrade and the Jet Pack. The Hover Pack is not really meant to travel - so it's slower than the Jet Pack, even with the Jet Boots added. As you can probably tell, it hovers - and while hover takes up 30% less Hydrazine, allowing creative players to continue to build amazing things without having to cheat or use a glitch to fly. It does not reduce storage, and is less expensive to make. However, it doesn't handle all that well because once again, it's not really meant to move. Materials: 2x Lithium, 2x Canister, 1x Titanium, 2x Steel, 1x Aluminum, 1x Compound

Advanced Filter - This helmet slot upgrade is quite useful. It provides a steady "oxygen trickle" by refining some of the gases on the planets of Astroneer into Oxygen - prolonging your off-tether adventures by 25%. However, it's only half as effective during a Sandstorm. It uses a bit of power, but not enough to really be noticed. Materials: 2x Filters (yes, filters), 1x Canister, 2x Aluminum, 1x Steel, 1x Power Cells

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17 hours ago, erikinthebakery said:

To be honest, I think the most interesting part of this is the idea of using crafted items as crafting materials. 

It would open up quite a few possibilities.

That, and jet packs because awesome. I'd make a jump pack, personally, so you can boost yourself up out of a hole or whatever. 

Modular suits may indeed be coming, and we might get some of these ideas implemented in some manner or another. I'm hoping we'll be able to improve our suit's O2 tank, either though more efficient usage or a straight storage capacity upgrade. I'm a fan of not suffocating while exploring haha 

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