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head cameras, a camera you can see from the player pov that can be seen from the terminal (like phasmophobia)
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if playied singleplayer, a mobile terminal because its impossible to open doors unless need to run back, take a screenshot of the door and open it
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mic boost, aka funny mic.
Other certain Pieces of scrap that a Player can use. For example:
The Player can grab a bottle from the crate full of Bottled drinks, but each time a bottle is taken from the crate and consumed (i.e., the bottle is inserted into one of their breather holes), the scrap itself will cost less than its initial value.
I notice there are Nine Bottles in the crate, so if it costs an average of 50, then it should be:
Consume 1 Bottle: Value From 50 --> 45
Consume 2 Bottle: Value from 45 --> 40
...Etc.
When the bottles are gone, the crate has a cost value of only 5-6.
Bottles consumed by players don't have benefits except leading to the effects similar to the TZP inhaler, except they are longer. Or a Positive one can get your health back. Or longer stamina for a temporary amount of time.
Whichever effects would be fun as heck?
It may be an overpowered item, but if the Player has the Old Phone and has it recharged, it might have several options on the phone on which a Player can communicate. It connects to all Walkie-Talkies and can connect to the Ships Speakers one-sided, of course (or at a certain proximity only); for example, by using the old phone, the Player can press on the keypad:
Pressing 1: Ship
Pressing 2: Walkie-Talkie
Pressing 3: Walkie-Talkie
Pressing 4: Old Phone (If another player has one)
Press the Left or Right Bumper for the controller to select communication on the list.
The battery life for the Old Phone has a much higher power consumption than a regular flashlight. Needs to be recharged.
Have players be able to go into the beds.
Restores some Health.
Create chairs to sit down to quickly restore stamina.
A helmet or headband with a flashlight attached to it. It can only be bought from the Item shop.
It can free up 1 slot space. 2-3 more expensive than a Pro Flash light.
It can be hung on a suit rack; the Player can wear or pick it up as an item to charge.
When holding the hat, you have the option to wear it or drop it.
It cannot be removed once worn or dropped until it reaches the clothing rack or is dropped on the floor when dead.
They cannot carry another flashlight when wearing the flashlight headband.
If the Player holds a flashlight and starts wearing the Flashlight helmet, the flashlight is dropped and cannot be picked up.
This cart is randomly spawned, similar to scrap. This cart item can appear not only in the building but also can be generated anywhere outside. The shopping cart is easy to understand; you can put or pick up scrapes or bought items in the cart, which can be pushed by the Player. But have several disadvantages.
It cannot be picked up as a consumable item. It can only be pushed around, and the Player cannot jump with the cart when moving it.
It can only be moved when the Player presses "E" on the handrail of the cart and presses "E" again for the Player to disengage from the cart.
The more items in the cart, the slower the cart goes. If the Shopping Cart's weight limit, for example, is 100 lbs, and the number of items in the cart exceeds the 100lb limit, it might not move at all.
When pushed, the cart makes a loud squeaking noise from the wheels, attracting monsters to hear it from far away.
If a player falls while pushing a cart, the Player is separated from the cart when hitting the floor.
If the Player pushes the cart, it goes through gaps between the railings, but the Player continues thinking they are jumping with the cart. Instead, the cart drops into the abyss, and the Player still holds onto it and dies with it.
It can go up stairs or hills but cannot be taken on up-down ladders or separated higher platforms.
For fun, a player can go into the cart and be pushed around.
It might be placed in the company's headquarters in Gordion.
Costs about 100 to eject out a random item.
A new type of tree that randomly spawns on parts of the outside structure but not on the organic land mass.
The tree can spawn 0-1 fruits at random on its branches (Shiny metal orange, for example).
It has slow-moving branch tendrils that can grab a player and consume them into the trunk's mouth if the Player is caught by them. But if a player is eaten by the tree, it spawns a metal fruit on one of the tree branches.
Or Players present scraps to the tree. A certain amount of scrapes can spawn a fruit as well.
If a player can successfully grab one of the fruits from the branches, it can be sold for 100.
But they cannot drop or die with it because of how fragile this fruit is. Once it hits the floor or shelf, the fruit immediately breaks and cracks all over and costs only 5-6.
The Player must hold it at all times until they reach the company headquarters, and it can be placed down without breaking on a special pad near the chute's door.
Most likely the most commonly requested item. But once the Backpack is worn, it cannot be taken off.
There are 3 storage spaces, but it is considered full inventory if a 1 2-handed item is in the Backpack.
Players can place bumper Stickers or custom decals on the ship's outer parts.
It can only spawn in bodies of water and when it is raining.
The Player cannot see them when nearing or in water.
If a player is near or in the water for too long, there is a chance that a Squid Tendril will shoot out of the water randomly and catch the Player down with their items dropped onto the ground near the water and dragged into the watery abyss.
The Player caught by the squid tendril might have a few seconds before being taken into the water.
This is ample enough time, and if lucky, to have another player with a Stun Gun to shoot the tentacle so they can release the caught Player and retreat back into the water.
If the Player has a shotgun, they must shoot twice to bring down the tentacle, and both the Player and the tentacle will fall on land.
A Player with a Sign/Shovel must hit it at least several times before releasing the captured Player, but the tentacle can grab whoever is hitting them. And back in the same dilemma when caught.
If released from the tendril, the Visor will have round suction marks from the tendril suction cups.
The larger version of the Manticoil, which spawns only outside, follows Players around to find the right moment to catch the Player and fly away its prey.
It only launches its attack when a player is in an open area but only follows if they are protected under either tree or underexposed structures like bridges, pipes, or the Main Entrance of a building.
Once this creature captures its prey (Player), it will fly high enough and let go of the Player to fall to its death before diving in again to pick up the dead Player's carcass and fly away.
Players can prevent being grabbed by this creature with a few swipes of a shovel/sign or a shot from a Zap Gun to have them fly away. But these creatures are persistent as they will return after about a minute.
If the Player is caught by this Alien Hawk/Dragon, other players nearby only have a few seconds to hit the creature with a shovel/sign or Zap Gun before reaching a certain altitude, which would be fatal for the captured Player.
The Mantihawk cannot only pick up the corpses of their killed prey (dead Players), but it can also pick up the corpses of other players lying on the ground outside as well, even ones that other Players that are alive are holding. A few swipes from a shovel/signpost or Zap Gun will have them fly away again.
A Human-like robot roams around the halls of the building.
Also, they can walk around the perimeter of the main building.
Not only can it kill Players, but it also can kill other monster entities in the building.
Can be killed by both players and monsters.
The robot sentry has a mini laser or a rocket launcher attached to its arm. The weapons have slow reloading time.
Random chance it will drop the rocket launcher/giant laser, which can be sold for money. The weapon has limited ammo and no extra ammo lying around and is not reloadable.
If a team reaches a particular milestone in quotas, there will be a small company party for their achievement. A delivery rocket will come down with a sign hanging on the rocket body with the sign saying "Congratulations" and dispense out flavored aerosols of cake (Ex. Chocolate, Vanilla, Chocolate Mint, Orange, or some alien flavor) and drinkable bottles of sodas/liquor and wearable party hats.
Each time a Player reaches a certain rank in the company, here are the benefits:
Better Glass Visor: It takes longer to scratch, even after being revived. Scratches become more visible with each death.
Better Scanner: Slightly more comprehensive range, and with each rank, more detail not only from other players' health and stamina, but it also shows health and even names of Monsters.
Better Air Tanks: Increases Stamina amount.
Better Suit: Increases the Suit's Durability and acts as a small shield for players, making it slightly harder for monsters to kill you.
Better Shoes: Able to run slightly faster and jump a little higher.
Better Gloves (Boss Rank only): Able to carry two smaller items, one for each hand, and acts as one slot.
But the Player can only choose one of these upgrades per rank, and it can be stacked if the Player decides the same upgrade the next time.
I suggest using the computer to list the Employee and their benefits and have them select which ones they want to choose and have these shipped to them.
Another added difficulty is that the Player has 2 out of the set of choices, and they are randomized each time they achieve another level.
Is there a way in Online Mode to simultaneously have several groups of players with the same land seeds and moon locations?
These matched sets of seeds should also correlate with the time of the day on the moon.
For example, if Team A went to the Exomoon Titan and started in at 8 am, then Team B could randomly go into the Exomoon Titan with the same land seed as Team A at:
The exact same time with Team A on the same Moon Titan.
Team B can come in randomly (Preferably before 6pm for a viable amount of time to search).
Another idea would be when searching for moons on the computer. There would be a column with dots or a number beside the moon name telling how many teams there are on that particular moon right now. Another column shows the time of the day so the group can decide whether to visit that moon in that specific land seed.
Example:
Exomoons Teams Time of Day
* Titan 2 10:51am
or ** (This clock still moves from
The teams in that particular
land seed from that moonmoon.)
But this is randomly generated on the screen, with some not showing Teams at all, and can only be refreshed after each visit from the moon. However, the other idea is refreshing the screen by "accident" (a.k.a. hitting the computer with a shovel or sign) to refresh/reload the screen.
When two teams are on the exact Exomoons Land seed, both teams can go to each other's ships and mess around or steal the other team's stuff.
They can only steal stuff that can be moved out from the ship, like scrapes and any purchased items, but the core things, like the computer, bunk beds, and shelves, cannot be moved out of the ship.
If Team A kills a member from Team B, then the death penalty charges are added to Team A's unless Team B's dead body can be moved in either ship so they cannot get fined when they leave.
This part might be convoluted and confusing in several unique situations.
Situation 1
If a Team A member goes into Team B's Ship, and all of Team B dies, then Team B's Ship closes its doors and launches with a Team A member inside, but the ship recognizes that the Team Member A in the vessel is not a Member of team B, it either:
A) Ejects Team A member out into space
B) More complicated: Returns to the same moon with the exact land seed and waits for Team A member to leave and relaunches itself again if all of the members of Team B died or the ship remains there if there are still vital signs of Team B.
However, this entire process might waste about 1-2 hours.
Situation 2: Taking over another team's ship.
Another unique situation is when all 4 members can steal another Team's Ship.
Option 1: Computer Hacking:
For example, Team B member can go into Team A's Ship, go on their computer, and change Team A's Ship Identity to Team B. Here is an example:
Ship's in Vicinity:
Current Ship (Team A): (List of Team Members or Team Name)
Ship (Team B): (List of Team Members or Team Name)
Switch Ships Teams (List of Team Members or Team Name) with the other Ship? (Y/N)
That will lead to Team B having Team A's Ship and launching the ship without thinking that Team B is stealing Team A's Ship.
or a much simpler option
Option 2: Grand Theft Auto (Ship in this case:
If a member from Team A infiltrates Team B's Ship and Launches, the ship doesn't care. Whoever pulls the lever that launches the spaceship, the Team's Manifesto is updated.
So when a member of Team A launches Team B's Ship, the computer updates itself by having Team B's names replaced with Team A's names instead, and vice versa.
When the ship finishes landing on the moon, players can fly the ship around the generated land mass and land anywhere on the map.
There are a few constrictions (Mostly mechanic.)
The mechanic is that an invisible barrier encircles the main building, and the ship cannot get close to the main entrance because of that barrier, so players cannot park the spaceship at the main entrance at the beginning of the day.
But as time progresses during the day, that circle gets smaller, and the ship can move forward and can get closer to the main entrance until by around 11:00pm, the spaceship can be just close enough to the main entrance for players to make only 1 full stamina sprint to get on to the ship.
Similar to a Battle Royal Circular Arena enclosing, but in reverse.
Having ample space for the Player to move the ship can also lead to several situations.
For example, if they choose to land on a high rock formation pillar, a ladder would be preinstalled on the end of the ship's entrance in situations like this, extending downward until it hits the solid ground.
But the unfortunate part is that more flying monsters will spawn towards the ship.
The ship can go over bodies of water, but if a player starts parking in the middle of the body of water, it will land in the body of water and sink. The ship must do an emergency relaunch, lift itself from the body of water, and return to the initially designated landing site.
This will not hold true if a moon is going to be flooded. A ship can still fly over flooded areas, but the spaceship has to be constantly flying, or it would sink, and the players/crewmates would die, and the ship would fly away automatically.
This is what I can think of so far. Hopefully, these ideas will help.
Another one could be a map so instead of the players getting confused trying to find the emergency exit they can find her way out with the map but it should cost probably maybe 50 points and if you die and lose it you just lose it