General Suggestion for the Bioscanning Endeavor

First the scanning process needs to provide more scientific data of alien lifeform composition. Exactly like NMS where you get a complete summary of the inorganic chemical make up of the plant sample you're scanning
  • Instead of making it a grindy, scanning -- itchy trigger finger minigame, make it a Skyrim/Assasin's Creed solve the ring puzzle mini game.
  • Turning in the samples for purely profit at Genomics will likely get old after the 20th time. We need more game play sandbox opportunities to employ the new tools. Why can't we:
  • harvest these samples for personal use i.e. gather up enough samples to be used for mats to synth our ship shields? Or for repairing hull damage to our ships. For this however, we'd need to use the SRV or the traditional way of scanning using the ship so enough mats are harvested.
  • Sell it on the commodities market as a potential food or chemical consumble. Or some other commodity
  • Why cant sampling/collecting randomly BGS speicies be made a crime by one or more factions in the BGS cycle? So harvesting/sampling a specific plant speices gets you bounty etc. and that would make players have to sell on the Black Market?
  • Have a signficant chance of guards scanning and attempt to detain you if cuaght with Black Market plant samples. This is before you can sell them at Genomics or the shadier NPC contacts when you return to the station/planetary hubs. This should be especially true if the BGS changes station control by the 3 factions.
 
There is a bigger problem than the minigame specifically - it's a lack of integration of the exploration game with the rest of the FPS game, in that there is a tying of a specific tool to a suit when it is transparently hand-held in each case... and with no other difference between suits other than armor and weapon slots.

A proposal for some things that could be done to fix some of this and at the same time remove some of the boredom and manufactured make-work of the "mini game" :
In short, make the exploration suit have a better passive temperature control, and more improvement capable in temperature control.
Extend this to other suits, giving each suit different passive abilities or advantages aside from being "the explorer suit" and "the combat suit"
And then just have tools and tool slots, making the "life detector" able to show hidden people in settlements, for either stealth game or searching for survivors/people to be rescued.

The stealth game is not affected currently by suits, but why couldn't the pilot base suit have a really high stealth (no or much less clanking) without much other protection - give more heavily armored suits less "stealth" (longer range to be detected) and more heavily armored suits move more slowly, or allow less thrust in general (or the thrust costs more power) - Balancing out the suits so there is no "this suit is best at all things" can make loadouts of more than one suit make sense.

You might need a "Heavy" suit on a high-G world even if you are just exploring, while you might need an explorer suit to fight on a severely cold world in shadow. Stripping down a suit of its base loadout should be possible too - maybe you can get more speed out of a heavy suit by pulling off the weapon slots...or by not filling weapon slots or tool slots...

Maybe I don't need the scanner if I'm just exploring - let me have the slot for another tool? For more insulation?
 
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