ASTRONEER

ASTRONEER

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THE REMIMAN 24 DIC 2016 a las 6:26 a. m.
Enemies and weapon
What is the game without enemies.The wild inhabitants of the planet.Space pirates.Evil robota.And to protect yourself from them need one weapon. if you have a problem with my idea then write in Russian , if you don't know to shut the ♥♥♥♥ up
Última edición por THE REMIMAN; 28 DIC 2016 a las 4:07 a. m.
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Mostrando 16-22 de 22 comentarios
Moon 28 DIC 2016 a las 6:01 a. m. 
Publicado originalmente por Wyvyrias:
Guys, keep it civil. I've removed unnecessary posts.

From a personal stand point, Astroneer does not need any unnecessary violence. If you are looking for that, this is not the game you're looking for.

Yes. I agree completely.
Sparticulus 28 DIC 2016 a las 6:18 a. m. 
Publicado originalmente por Wyvyrias:
Guys, keep it civil. I've removed unnecessary posts.

From a personal stand point, Astroneer does not need any unnecessary violence. If you are looking for that, this is not the game you're looking for.
And this is why he's a mod, I agree word for word
Keymonk 28 DIC 2016 a las 12:04 p. m. 
To much weapons and fighting could easily destroy the games abmbience.
Lazarus 28 DIC 2016 a las 1:36 p. m. 
If the game has things that can kill you, then they need something to "kill" it. The toxic plants, for example, you can "kill" by baically digging them up and removing their... roots? So if they add animels that can kill us, then I would want something to kill them too, not just ways to pacify, because that doesnt make much sense.
Alpha393 28 DIC 2016 a las 1:54 p. m. 
Killing them could destabilize a whole ecosystem. We wouldn't want that, would we?
Moon 29 DIC 2016 a las 12:45 a. m. 
Publicado originalmente por Lazarus:
If the game has things that can kill you, then they need something to "kill" it. The toxic plants, for example, you can "kill" by baically digging them up and removing their... roots? So if they add animels that can kill us, then I would want something to kill them too, not just ways to pacify, because that doesnt make much sense.

But they could add docile animals not aggressive ones.
Amendelwyr 29 DIC 2016 a las 1:32 a. m. 
Maybe plenty of dangerous plants which we need a "tool" to neutralize it with. Like a hook, plasma cutters, igniters or something else that can disable it. Exploration in a new environment deals with things like this and they are as much "tools" as they are weapons. (For example, a hatchet or a khukri.) Weapons for the purpose of "killing other humans" is outside this game's parameters. And from previous discussion I think we can agree on this shortlist of content we'd like to see. If you were to go to some strange land, wouldn't you try to think about these hazards?

- 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.

Publicado originalmente por Alpha393:
Killing them could destabilize a whole ecosystem. We wouldn't want that, would we?

Publicado originalmente por MoonintheMist:
Publicado originalmente por Lazarus:
If the game has things that can kill you, then they need something to "kill" it. The toxic plants, for example, you can "kill" by baically digging them up and removing their... roots? So if they add animels that can kill us, then I would want something to kill them too, not just ways to pacify, because that doesnt make much sense.

But they could add docile animals not aggressive ones.

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!)
Última edición por Amendelwyr; 29 DIC 2016 a las 1:49 a. m.
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Publicado el: 24 DIC 2016 a las 6:26 a. m.
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