Preface:
I find myself in a weird position of a player who had waited for SA with ever increasing enthusiasm, insta-carted SA within 1-1.5 minutes from release, only to remember a few dozen hours later that my thirst for space-related activities was well oversated by SE so much, that I've decided to reject all the content it adds, only to play on a single surface a long time ago. Maybe I just need a longer break. Still...SA offers so much more mechanics, visuals and content, that I'm struggling with space-stuff just to experience it all.
I understand that this situation is solely my own issue, but describing it gives context to where this idea for a mod came from.
As I understand there is some percentage of players that prefer no-space gameplay for whatever reason, but how they fare now, or how many they actually are, I do not know. However many you are, this is for you.
This is not a request, because neither I think it is reasonable to ask someone to actually do all that stuff, nor I actually have solid design concepts for what and how should be done.
This is more of a conversation starter. If it resonates, maybe it could inspire some modders. And I can get it all out of my head in an appropriate place.
Idea (or, rather, large-scale vision)
- Obviously SA would be a dependency.
- Planets are massive, rare biomes with transition zones that are resource-empty to separate them from default Nauvis biomes.
- All gravitational/pressure requirements are satisfied through additional research. It is more than plausible to sustain more/less pressure in a facility, if production process requires it. As for the gravity, well, lower gravity requirements are usually for space-related stuff, which we try to avoid here, while higher are kinda possible to emulate?
- These biomes are really rare, and really far away from starting location, to keep them remote and uncommon. Obvious issue here is huge savefile size, but
1) It could still be done with multiple surfaces, only without space (-ships, -platforms, you get it) as a medium.
2) there might be another solution I'm not seeing just yet
3) If you value savefile size more than single-planet gameplay, maybe SA is fine for you as it is?
- Requiring player to not only cover such distances, but establish logistics would require some new transportation methods.
What I think of, is SE-style ICBM "sub-orbital" rockets (carrying materials, not nukes). Silos could have large “too-close” radius restrictions to preserve trains for your average "far" transportation needs, while allowing for extra-far transport without needing to clear and maintain every meter between main base and your developing "gleba-biome" outpost. Plus, the current implementation already encourages self-sustaining "outposts" with export-focused logistics.
It also could be done in form of a railgun with extra packaging for fast small-scale deliveries, or some cargo-aircraft for slower yet denser runs. Or something entirely different.
- Piloting a spidertron in a random direction for an hour or so realtime is really boring, and disgustingly manual, so we'd need to expand on biome-discovery tech. Specialized radar arrays (synced with satellites?) seeking bio/heat/EM anomalies and pointing in a rough direction of where these are located. As soon as we have a general idea where to point our Extra-Far-Transport, we can launch the Engineer over there, to build up a base, and get back with first export delivery.
Outro
Please share your thoughts on the concept: whether you like it or not, whether you want this to be a thing or not.Any suggestions for specific problems or solutions to make it feasible?
I'm especially interested in understanding how relevant this would be for the playerbase, so please, make your presence known.