Breathedge

Breathedge

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GG Cannon Jan 1, 2020 @ 3:56am
First 29h almost non-stop playing feedback and suggestions
Hi everyone!

So, I recently bought and played Breathedge a LOT, almost non-stop, for over a day until I reached the current end game.

I wanted to make use of this "freshness" of the game in my mind and this year's beginning to provide my feedback and also give a few suggestions to the game.

All in all, I TRULY enjoyed this game, but that is not to say that there weren't quite a few frustrating mechanics or bugs.

Let's begin.
The very first and worst frustrating thing in the beginning is how little oxygen you have with only the "Oxygen Balloon".
I would severely suggest for the dev's to give a short buff to all four oxygen tanks, for the sake of quality of life to the players.

It is very understandable that the short amount of oxygen and the feeling of slowly choking to death is part of the fun, but it is very BORING to explore with less than 100 oxygen when the fastest you move is slower than a turtle on land.

I would suggest to make the Oxygen Balloon give +50, the Double Balloon +100, the Oxygen Tank +150 and the Military Oxygen Tank +250.

That would mean that with the first tank you would already have 100 oxygen, with the second 150, with the third 200 and with the fourth 300. (CUTER NUMBERS, GOOD FOR PEOPLE WITH OCD)

Even if you miss where the double balloon is(my case, where my second oxygen tank was already the Military Oxygen Tank and I went back looking around only to find all 4 tanks, hoping for an achievement that didn't exist :'[ ) you'll at least have a reasonable amount of oxygen.

The second small change I'd suggest for the Oxygen Tanks would be to use the Oxygen Balloon as one of the items in the recipe for the Double Balloon.
So, instead of using 2 condoms, 2 wires, 4 plastic and 2 thick electrical tapes, you'd use the same recipe for the oxygen balloon + the oxygen balloon itself.
Which makes sense, I mean, if I already have 1 inflated condom which I use to breath and I want to make two connect condoms to breath, why don't I simply re-use the first one?

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Now, on the topic of "re-using" I would like to suggest on a new mechanic for the processor, which would be "recycling" by pressing and holding the right mouse button while looking at the processor.

It would open your inventory, removing all "basic resources", like metal, titanium, rubber, plastic, paint, lead and so on, from it.

It would then allow you to click at any item in your inventory and unmake it onto its composing basic resources.
On the matter of tools, you'd get full resources only for a pristine state tool.
The less durability/power on the tool, the less resource you'd be able to extract from it chosen at random. So, if you recycle a scanner with 15 to 13 durability, you'd get back all 4 resources, with 12 to 10 only 3 resources, 9 to 7, only 2 and 6 to 4 only 1 resource at random, while with 3 to 1 it would have only a 25% chance of giving 1 resource, else it would only insta break and say "It was already too degraded to extract anything useful from it".


A few things would be un-recyclable, such as lead paint, fuel or chewing gum, which are impossible to break appart into lead and paint or metal and resin, but in the case of a light bulb for example, you'd be able to extract 1 glass and 1 metal by recycling it, also receiving the "lightbulb blueprint" the very first time you recycle a light bulb, which would use the same resources it gives.

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Now, onto a few suggestions for recipes buffs and nerfs. Mostly nerfs which people will insult me for suggesting but make sense.

Buffs:
-The recipe for "Roll of fabric" should use maybe only 3 or even 2 fabrics, as 1 fabric is basically a whole plating or a full pillowcase, so 3 fabrics are already a LOT of fabric.

-The recipe for Thick Electrical Tape should be slightly changed to:
1 Rubber, 1 Wire.

-The suitcase should use:
2 Refined Metal, 2 Roll of Fabric

-The Big Window compart should require only 3 Glass in its full recipe, while the recipe for the exhibition stand and the space suit stand should be exactly the same, with both using 2 glass.

*New Recipe* Electronics
1 Battery, 1 Alkalí, 1 Wire, 1 Metal.

*New Recipe* Light bulb
1 Metal, 1 Glass

*New Recipe* Magnet
1 Inductor, 1 Wire, 2 Metal

*New Recipe* Scissors
2 Metal, 1 Rubber

*New recipe* BIG Oxygen Station (2000 Oxygen)
1 Large Oxygen Candle, 2 Thick Electrical Tape, 2 Aluminum, 4 Rolls of Fabric

-The construction kit shouldn't require 1 resin, as in its description it says "a hammer, a chisel and two rolls of electrical tape". So its recipe should actually be:
2 Metal, 1 Refined Metal, 2 Thick Electrical Tapes, 1 Titanium.
(Refined metal and titanium would make for the nails and metal plates used to build)

Nerfs:
-The recipe of Battery should also require an added 1 wire, for its copper, so it would be:
1 Metal, 1 Alkalí and 1 Wire.

-Same for the compensator, maybe even 2 wires in the case of the compensator, as it takes 4 inventory slots. There is wiring in it and its HUGE, so 1 wire would still be little for it, but also 1 electronics. So the full recipe for the compensator would be:
1 Alkalí, 2 Refined Metal, 1 Titanium, 2 Wires and 1 Electronics

-Oxygen Stations should require an added 2 rolls of fabric for its balloon. So the full recipe would become:
1 Oxygen Candle, 1 Thick Electrical Tape, 1 Aluminum, 2 Rolls of Fabric

-The Recipe for the "Dispenser" should require 1 Lycoplasm or 1 Discharge Cell in place of its Battery for its power unit. No way 1 battery can provide 99 energy to spawn space station modules...
So the full recipe would be:
1 Lycoplasm/Discharge Cell, 1 Inductor, 2 Refined Metal, 2 Thick Electrical Tape

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Fighting security robots, right now, is BORING.

I mean, I was seriously mad at them for killing me several times while my scrapper only takes off 1 to 3 of their life, so I vowed vengeance (VENGEANCE!!!)
I spent almost half of my game looking for a gun or getting ready to get Lycoplasm and making my own. When I finally got a gun and blasted the ♥♥♥♥er's asses, THEY WENT TO SLEEP! AND THEN THEY WOKE UP AND KILLED ME AGAIN!

Please, make it so that when their health hits 0 they break down and you can than break them with a scrapper to acquire 2 Refined Metal, 1 Battery, 1 Electronics, 1 Inductor and, if they are killed with a blaster, they EXPLODE, removing the need to break them with a scrapper, but scattering the resources they provide around and damaging the player and vehicles that are too close when they explode.

If you wish to always have security bots close to the Military Module, you can add an "Automated Security Droid Factory" to the game, with also a new module, which keeps spawning Security Robots a few minutes later whenever you break a security robot down.
So even if you kill them all, about half an hour later, they will be there again.

*New Module and Comparts*
-Large Military Module: 4 Construction Kit, 1 Compensator, 1 Generator. (12 Replaceable Blocks)
-Automated Security Droid Factory(Outside compart): 1 Construction Kit, 1 Compensator, 1 Generator, 3 Lycoplasm (Spawns up to 4 allied security droids)
-Automated Turret: 1 Discharge Cell, 2 Lycoplasm, 2 Refined Metal, 3 Titanium, 1 Compensator, 1 Igniter

*New Recipe* Discharge Cell
1 Electronics, 1 Titanium, 1 Refined Metal, 1 Lycoplasm

New achievement: LET THE ROBOT WAR BEGIN
Building a Military Module with an Automated Security Droid Factory close to the 1st map's Military Facility, making it so that your security droids will always be fighting the enemy security droids.

New achievement: Building a Turret close to the 1st map's Military Facility, making it so that the Turrets are gonna fire at the enemy security droids.

New achievement: Overpowered much?
Building 5 or more Automated Security Droid Factories in the same Military Module of the "LET THE ROBOT WAR BEGIN" or any Large Military Module close to the enemy Automated Security Droid Factory.

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Now onto base making.
A few comparts should be allowed to be built in any module, while a few an extreme lack of automated doors and the abillity to control a module's gravity and a few other details.

1- Except for the Shuttle Airlock and Corridor, the other Airlocks should be placeable at any module (the Small Airlock and Airlock) it doesn't really make much sense why that I can't place a normal Airlock in a habitation module, only at service modules, specially considering an added Military Module, it would make no sense that I also can't place it there.

2- Need more automated doors! I mean, every single module of the map you visit has hundreds of *swosh* sliding doors please, add automated sliding doors to every module entrance and exit... So, if you connect a corridor or tube to a module, there would be a sliding door or sliding hatch there. This would also help for suggestion 3 in this section.

3- Controlling Artificial Gravity. We should be allowed to choose whether a certain module has gravity or not. It might not make much sense for the habitation or service modules, but it is really important for the Transport Module, Corridors and Tubes. It can be controlled by pointing the Dispenser to the module and pressing the Middle Mouse Button to switch gravity on/off.

4- Vehicles through the Shuttle Airlock and being able to refuel and repair a vehicle on a transport platform is a MUST. I really want to get my "Rocket" bike through the Shuttle Airlock and landing it inside the Transport Module anywhere, as long as the gravity is turned off, it shouldn't be a problem. With the doors from suggestion 2, you wouldn't be able to use it inside the station anyway.
Also, it wouldn't hurt to add a small animation to using the transport platform to get on and off the station with a vehicle of the platform openning up and the vehicle gettin in and landing when it closes or slightly hovering up and then going down until its outside and the platform closes again.

5- Placing 2 modules of the same type on top of one another.
Limitations, there must be nothing placed on the floor. Also, the modules must have the same orientation and no module should be over the edge of any other module.
Doing so would remove the floor/ceiling between the modules raising the ceiling or lowering the floor and making the walls seem like a single extended wall from both inside and outside, as long as there is no compart placed on them. The same would happen to placing two tubes on top of each other, making an extended single tube.
*New Compart* Stairs
It would attach a flight of stairs to the wall of any module, interactible with right click(insta on press, not hold) climbing up and down with W and S and being able to jump from it towards where you are looking at. The same stairs model currently present on the tube. The tube would not have stairs by default anymore. The stairs can also be placed on floors and ceilings, up to 4 stairs on the same place, as long as not with the same orientation, to make it possible to make stairs extending to and from tubes. Placing 2 stairs side by side would make an extended stairs that also allows to move left and right with D and A, useful on the outside of a station to cling to its outer walls.

6- Food production modules and comparts.
*New Modules* Small, Medium and Large Sustenance Modules.
*New Compart* Hydroponics Table
The same hydroponics food production seen in modules close to the mutated synthetic cows module. Allows you to "re-filter water" producing 1 bottle of water per 15 minutes in a dedicated storage unit where you can only pick bottles up from, but not place anything inside and 1 Nutrition Package at another dedicated storage unit that works the same way every 10 minutes.
*New Compart* Synthetic Space Cow Tube
Produces 1 Meat every 30 minutes in a dedicated storage unit.
*New Compart* Kitchen
The same kitchen found in the Normandy
(All blueprints would be researcheable, but the space cow tube would also be acquireable by scanning all 6 mutated cow tubes of the "Mutagen" achievement)

7- Decorating placing Decor with the Dispenser should lock the in place.
Also, by clicking with MMB it should switch the act of scrolling up and down with the mouse wheel between four modes.
Spin angle X, Y, Z axises, and distance to surface.
So you at first you'd spin it on its own axis(Imagine earth spinning)
*Click MMB* Now you are tilting its angle it left or right (Imagine wobbly toy moving only left or right)
*Click MMB again* Now you are tilting its angle front to back (Same wobbly but now front to back instead of left to right)
*Click MMB again* Now its moving the object closer or farther from the surface to which the Dispenser is pointing at. (Hovering up or landing? I don't know a good analogy here...)
*Click MMB a last time* Back to spinning on its axis own, no matter the current tilt. (so it won't spin horizontal to the ground, but horizontal to the decoration's body own Z axis)
After placing, the decor will be locked in space, meaning you won't be able to kick a TV by walking towards it and allows for interactible decorations which MIGHT actually be useful, like the small drawer that could be a valid storage, or using the Big TV just like the TV on the starting space ship, that allows you to watch the video tapes. Maybe even have mini-games inside the Xtendo Slim, who knows (I don't...).

8- Other comparts should be placeable in more than one module type.
The Bed could be placeable on both the Habitation Module and Military Module
Oxygen and Power Generator in Service, Sustenance and Military
Spacesuit Stand in Habitation, Service and Military
Exhibition Stand in Habitation and Service
Improved Communications in Service, Sustenance and Military
Closet in all Modules
Research Table in Service and Transport Modules.
Windown and Big Window in all modules.
Station Status Screen in Service and Military.
Shuttle Airlock in Transport and Military
Toilet in all modules

9- Making markers farther than 100 units disappear while inside closed spaces with gravity or inside the station, even without gravity.

10- Being able to use the Dispenser to place objects as locked decoration, like anything of any of the collections or anything you can put inside your inventory, really, the same way you place decor.

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Bugs found:
-Loading a game to a manual save state that is outside of a freezing, shock or burning zone while inside one of those zones will keep the status and keep on causing its effects permanently. (but loading an auto-save and then the manual save fixes it) In theory, it must be possible to be both freezing and burning at the same time, then. All you need to do is load a game that is saved at a freezing zone while you are at a burning zone, or the opposite... maybe all three? Who knows... I didn't try to sacrifice my game to test it...

-Loading a manual save game after recently discovering a new location will keep the new location in the HUD before you actually found it.

-It is possible to use drills and shears through walls to extract Electronics, Rubber and Fabric.

-Rock without collision near the Engineering Shuttle at the beginning of second chapter a bit to the right of the shuttle, near an aluminum source (found quite a few more of those, but I don't remember where they are...)

-Trying to pick up glass with the car's arm causes health damage. (I consider it a bug... its not your meat based hand... also, how does it not work?)

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Well, I can't think of anything anymore.
Happy new year , \ /,,
Last edited by GG Cannon; Jan 1, 2020 @ 6:49am
Date Posted: Jan 1, 2020 @ 3:56am
Posts: 0