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Improved Exoskeletons
Posted: Tue Apr 10, 2018 11:50 pm
by wat3rstone
TL;DR
Exoskeletons will not only make you run faster but will also increase your inventory size.
What?
Exoskeletons main purpose is to enhance basic human abilities, including running but also including lifting heavy objects.
As seen in this picture (I don't claim ownership) of a shipyard worker being assisted with an exoskeleton:
So then logically the exoskeleton should also increase the inventory size along with the armor upgrading the inventory by default.
Why?
I think that this should be change because exoskeletons are becoming more and more unused and disregarded as a waste of valuable space for roboports.
Re: Improved Exoskeletons
Posted: Wed Apr 11, 2018 1:52 am
by bobucles
Are 300 locomotives still not enough inventory capacity?
Modular armor modules are kind of meant to be swapped around. It's bad enough to trigger a chestplosion by accidentally removing the armor. It'd be even worse to have a chestplosion every time an exoskeleton gets removed.
Exo suits are amazing and many players aim to get them as quickly as possible. I don't see any situation where they are dangerously under used, like with the discharge defense.
Re: Improved Exoskeletons
Posted: Wed Apr 11, 2018 1:57 am
by dood
Also that inventory space would be electricity dependant so if laser defenses or roboports drain your battery, you'll spill your inventory in addition to being slow.
Re: Improved Exoskeletons
Posted: Wed Apr 11, 2018 12:53 pm
by wat3rstone
dood wrote:Also that inventory space would be electricity dependant so if laser defenses or roboports drain your battery, you'll spill your inventory in addition to being slow.
This is also one of the challenges in the real world, which it seems that a large portion of this game is based off of, to balance your energy capacity with the amount of energy produced or to have a surplus of energy produced to prevent these things for happening, adding to the realism of the game.
bobucles wrote:
Modular armor modules are kind of meant to be swapped around. It's bad enough to trigger a chestplosion by accidentally removing the armor. It'd be even worse to have a chestplosion every time an exoskeleton gets removed.
Just like in the real world, if you take your exoskeleton off, everything that it was holding will fall off too.
Re: Improved Exoskeletons
Posted: Wed Apr 11, 2018 4:51 pm
by bobucles
Just because something exists in the real world doesn't mean it's fun in a game. This suggestion is a chest explosion disaster in the making. Chest explosions are only fun when they happen to other people, and only when it doesn't happen in the middle of your base.
By the time the player can equip exo suits they already have access to the +20 or +30 inventory bonus of power armor in addition to the +10 bonus toolbelt. That is quite a lot of storage! Players can further expand their inventory access with the bot network (using your base to lay down blueprints or give supplies), vehicles (to move lots of stuff into the wilderness), or cargo trains (to move anything you want a super long distance).
In short it's very messy and ultimately not needed.