Just a note for myself:
- more valuable items in chest/maze
- race track
- different assortiment/faction exchange posts
- moar defensive structures
About existed areas and mechanics - i don't really want to explain all what is hidden. So some of them may be obvious, some is not. And if you find something looks unusable or broken, then there is a chance what you must spend a bit more time to figure out how t use it or why it's not working.
Because this mod is in progress of development, i spend more time on area layouts and their mechanics, rather than filled them with proper items (i'm about useless items in chests). I'm trying to invent more unique areas and implement them.
Now more specific about your ideas, Dry Hairy Tree:
Dry Hairy Tree wrote:The maze felt like part of an adventure. The mechanics of slowing down the player at the centre was especially good. The prize (I got 110 barrels of lube) had no practical application. Things that might change early game experience significantly but don't specifically 'break the game': Modules. Vehicles. Rocket launcher and ammo type stuff. Some laser turrets. A bunch of cluster grenades. Power armor stuff. Tier 3 assemblers. Some electric smelters... I'm aware you probably already do some of this. If the stuff is high tech but the amount limited it's a nice bonus but there is still incentive to tech up.
Yeah, there is different lists of possible items for chest with mines and for mazes. And i'm already thought about to dilute list intermediate items with anything else, or replace part of them. Work in progress... =)
Btw, have you tried to crush maze walls?
Dry Hairy Tree wrote:Getting killed by mines was great. Made me more wary, added atmosphere.
I have thoughts that the mines scattered around is too straightforward and rude solution. Maybe i'll change something in this area later.
Anyway, now (1.1.6) you can disable unwanted areas in settings.
Dry Hairy Tree wrote:Not sure what to do with right hand drive issue of train blueprints, some of the blueprints look really good too. Perhaps I could try to change the signals and convert the ones I like the look of. Be cool to use them in the map I find them. A left and right hand version would solve this but a lot of work to cater for how the other half live
Maybe hold off on two versions till you are not using so many blueprints as 'placeholders' while things are developing.
It is hard to please everyone.
Dry Hairy Tree wrote:Finding the wee factories is really cool. but if they were more useful it would be even cooler. The lack of undergrounds and splitters being an issue with the finding of belt factories (red and blue). A functional red or blue circuit factory would also be amazing to find early, but make them run really slow so again, the player is still motivated to do more themselves.
Good point. Noted. I'll make changes in the next update.
Dry Hairy Tree wrote:One idea I've had for ages was a drift car track. Lay out lots of belt and drive around on it, do a few corners and angles across it you'll soon find out what turns your car into a drift car. It's lots of fun. A huge track with sections through hostile territory for a multiplayer race was my original vision... Anyway - Lay out a track. Put in a timer. Make player beat a certain time to win a prize. Perhaps...
Hm... Need more testings..
Dry Hairy Tree wrote:Trading Posts? Somewhere a player can swap items for other items. I'm really thinking if this mod activated other mods you could indeed create an adventure: e.g. you trade 10 tanks and get a jet. Adventure might start with no mods active... And then you'd find things like long reach, bigger inventory, you know, quality of life mods, this can replace or be added to the existing random recipes found. I think also, if a tech is acquired, bring up the tech screen, make it more significant to the player than just a sound blip and a script.
Trading post already there (1.1.5).
About other stuff, it's complicated...
At first - there is no way to activate or deactivate mods when game is running.
Secondly - borrow someone else's code or other's mod stuff is not good.
But anyway, for example, i can make something what change character settings (slots, speed, interaction ranges, drones). But it too simple and does not looks like "adventure". So i need to make it as part or as reward of something else.
Dry Hairy Tree wrote:I also think trading posts could be divided up e.g. military, production, and even a biotech/green tech based trader. Maybe a player could even purchase research. But also these will need to be limited options, not somewhere the game gets based around.
Seems i'm already have an idea how to divide it for different "factions".
Dry Hairy Tree wrote:I think each game only gives a percentage of options, so each playthrough is varied, and a player can't rely on adventure to do everything like some do their logistics robots.
Each area has, at least, minimal and some has maximal distance from starting point where they may be spawned. And if all chunks in this diaposone already generated, then no chance what this areas will be spawned. Min/max is subject of possible future change.
Dry Hairy Tree wrote:Enemies might be incorporated with military finds. Worms etc guarding facilities (as well as possible mines, turrets etc) that must be dealt with to get access. So you start a game and find a machine that makes advanced ammo, but you got to fight to get to it.
Ok, i have "Occupied base" area.
It's guarded by aliens and turrets. But that is not all. On territory has enemy's roboport with robots ready to fill turrets with ammo and repair structure (even alien ones). And if you left them alone, then, after some time, they will start their expansion. And no one knows when and where they will appears.