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Yes. I agree completely.
But they could add docile animals not aggressive ones.
- Non-lethal Traps and/or Cages for transport? (Maybe... That is reaching for a "pets" area.)
- More tools
- More environmental hazards. (Pits of Karkoon everywhere on an Irradiated planet doesn't strike me as a meaningful hazard.)
- Less than amiable animal/plantlife.
- Hazard "growth". (Not removing/preparing for the hazard could be potentially painful in the future.)
- Biome/Region specific hazards. (Mostly with the Terran worlds.)
- Geohazards! (A game like this NEEDS geohazards.)
- Bodily Injuries and Status Effects. This adds a level of preparedness required before setting out and trying to do everything then fall 30 feet and still survive. If you break your leg, you wouldn't keep moving like nothing happened.
- Suit punctures/leaks, coloring/camo.
This increases the game's content while adding more survival options to it while still retaining a peaceable exploration and terraforming theme. Because yes, we don't want to have another No Man's Sky.
Exploration without danger = visiting the town park.
Exploration with danger = being Human.
Why not? You make a game where you have to survive a new planet, but there aren't dangers associated with it? Animal and plant life are an ecosystem that you as a character wedge yourself into. Even in the geosystem, when we start extracting minerals and messing up the environment and shaping it to our very whim, are you asking me to pass up that Resin because suddenly it's more important than I? Humanity struggles with this question, but I sincerely think that the devs could safely implement less than amiable creatures that could attack us and our bases. Now, they, and ultimately we, can take two routes with creatures. 1) Lethal force weaponry. But, this makes it difficult to avoid PvP, because then it can easily convert to it. And 2) Non-lethal tools. Stun guns are mindfully comparative to the "paradasical" future that we've implanted ourselves. And while I personally enjoy "hunting," trying to outwit and somehow survive an unkillable enemy is something I don't normally engage with as a player.
If we added docile animals, the engagement turns to farming/ranching.
If we added aggressive animals, the engagement "CAN" be farming/ranching, but retains a survival root.
If we added BOTH? - Woah. You just... You blew my mind there for a second, I thought I was in a virtual reality... (Defend the herd! Capture the creature!)