Implement tiering for gameplay content

Recommended Posts

Basically, game need to provide player a reason to actually leave your first planet and land on another one, except just for checking them out for the first time. Currently, you have no reason to leave terran start planet - it has all resources (well, maybe except titanium and lithium in natural form, however I had so much of them from wrecks and researchables, that I didn't feel any need in them), and other planets basically have less, especially compound and resin. Researchables (what's the common name for them among Astroneer community, btw? Artefacts?) are providing same resources and blueprints, actually I researched all the blueprints pretty fast on my first planet in both starts.

So they need tiers. Surely you have your own ideas about new particular content like blueprints or resources, but idea is to implement a straight rules for them:

- "Fruit" organic researchables - lowest tier, because can be found on trees, basically can provide simple resources or blueprints which logically can came out of researching alien fruit - like filters or something organic-related, like solar oxygen farm perhaps;

- Spikey organic researchables - second tier, a little bit more harder to get since you must usually excavate them from poisonous fungus, can give better resources like alumium or copper ore and better organic-related blueprints, like anti-poison filters;

- Crystalic researchables - third tier, kinda look similar to "alien fruit" thingy, but I believe it's model is actually different? Anyway, can be found in deserts submerged into some kind of rock monuments, can give good metals and good blueprints for new large and small modules;

- Stone cube researchables - fourth tier, usually can be found half-buried in sands, feels like artefacts from ancient alien civilization, so maybe good blueprints will fit it;

- Cargo containers or some kind of modules from wreckages - highest tier, since it's basically human's stuff, that contain best reward such as vehicle blueprints and other top stuff.

Idea here is simple - don't expect to get more than super basic blueprints and few compound/resin stacks from organic blueprints, if you'll find module near wreckage - then it's your main treasure, providing you best blueprints. I also feel that you should find a solution for the moment when you research all blueprints, since researchables can't suggest you anything good at this moment.

Other than that, I feel that planets themselves should be tiered properly to create player's interest in exploring them all one by one, for that they can have passive environmental hazard like high or low temperature and player will need to upgrade his suit first, before he'll be able to go there. Yeah, basically as in Starbound. Obviously, if you can't visit planet without upgrades, that should mean that it holds much better loot/secrets to find. For example, lethal radiation levels on, ehm, radiated planet, obviouslt, which you can't visit until you'll get some sort of radiation protection. Passive temperature danger for tundra and arid planets as well.

No doubts you're full of ideas how to fill other types of content, but overall, tiering should be given high priority, since it'll make players spend much more time in game, that is obviously good for ratings and sales :P

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

×   Your link has been automatically embedded.   Display as a link instead