Icarus
Dreepa Dec 3, 2023 @ 2:32am
Make resources more distinct per region
Once you've seen 1 cave you seen em all.

While the non cave terrain at least has some minor differences in resources per biome (for example artic pelts, or certain fruits) the caves all seem pretty generic.

I think the design approach of "drop anywhere" really hurts the progression feeling. In the end, you never get the feeling of :"wow, I made it to the new zone and now I can do XYZ".

Instead, moving to a new zone is kind of a disappointment, as it plays pretty much like the biome you came from, with some minor balancing changes in availability of basically the same resources, and some balancing changes here and there (less wood maybe, etc.).

I personally thought that Valheim, ECO, Minecraft, etc. was much much stronger in this area, and I think Icarus would benefit a lot from copying more of the those philosophies in terms of progression that is related to biomes and their challenges (enemies, weather, resources).

After having played both modes, missions and open world, I just feel like Icarus is much more suited to orient itself towards more of a Valheim type of game than a DayZ or "Extraction Survial Shooter" type of game.
Last edited by Dreepa; Dec 3, 2023 @ 2:34am
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Spaceminnow Dec 3, 2023 @ 7:20am 
You've had some lucky rolls then...
In some my practice sessions the RNG resource rolls were unfavorable...
Had to search far for a coal deep mine...

I am still having some trouble understanding this thread.
What sort of difference are you asking for per sector?
Forest is still going to be forest no matter how far you travel into the forest...

Thinking about this thread;
I believe I know what it's asking for...
Once a mine or deep mine node is found it is sure to be in the "exact" spot where it was found in the previous session.

This thread may be asking for "dynamic" mines.
Meaning; an RNG roll for all mine "locations".

"Dynamic" mines would make my practice game sessions harder.
It would feel like a "new" planet on every drop...

I currently like knowing where to look for mines or deep mines.
So I would have to vote against "Dynamic" mines :steamthumbsdown:

However,
"Dynamic" mines may have a place in its` own mode; a separate tab...
Imagine an "Open World" mode where mines, deep mines, and other land features where entirely randomized...

It may be a fun mode to play... going into the "unknown" again...

Icarus is not Minecraft... :steamdeadpan:
TheHellKat Dec 3, 2023 @ 4:30pm 
The problem with dynamic nodes and mines is that the map isn't procedural, everything has been manually placed so that just wouldn't work.

As for different resources in different biomes, try playing on Prometheus.
Dreepa Dec 4, 2023 @ 1:25am 
Originally posted by TheHellKat:
As for different resources in different biomes, try playing on Prometheus.

I would like to, but the group I play with hates it cause of the fog. To be fair, it's quite ugly. :(
Engineer Micle Dec 14, 2023 @ 10:36pm 
procedurally generated world is already version 2.0
It will make it more unbearable for most missions if resources are "unique" per biome which points to some people barking the "walking/running" simulator problem.
Dreepa Jan 2, 2024 @ 3:16am 
Originally posted by Blackforge:
It will make it more unbearable for most missions if resources are "unique" per biome which points to some people barking the "walking/running" simulator problem.

Yes, true.

However, open world feels too samish with it.
I guess it's a dilemma.
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Date Posted: Dec 3, 2023 @ 2:32am
Posts: 6