Unsafe Temperature/Gravity -- Cannot Disembark is not fun and needs a rework.

This morning I was running a mission and finally fell victim to this. I was supposed to kill some scavengers at a settlement on Asellus Primus 1. When I got there, they were wandering around the base, but I could not disembark because the temperature was too high. I completed the mission by killing them in my SRV, but I couldn't wander around the base in the same way they were clearly able to. I've heard others getting stuck in Apex shuttles or otherwise, stranding them or leaving them unable to complete objectives. FDev have widened the range, and suit upgrades can supposedly widen the range futher, but I feel like the whole mechanic is simply bad and the linear cutoff is not fun and will always lead to the kinds of situations detailed above. Preventing gameplay is never smart design.


So why not, if conditions are too harsh, instead of a cutoff, make it drain suit power at an exponentially high rate to keep us alive and "safe." The suit can even warn us that we're in "extreme conditions." We'd have to keep our suit topped off and run from cover to cover, building to building, or do whatever we need to do fast and then get out. It'd be a lot like the movie Pitch Black where just a few moments out in the sun, or out among too high gravity or whatever can kill you, but you CAN do it if you plan your actions. Some worlds would require you to dramatically recalibrate your approach to complete an objective, and I like that. That kind of mechanic would lend itself to actual gameplay, rather than outright denying it.


I'm aware that's "less realistic" because there are certain conditions a human, even augmented with a high tech suit, probably couldn't survive in very long. But I strongly feel this is one of those areas where realism needs to be softened just a tiny bit in the name of enabling engaging gameplay. Or, in many cases, gameplay at all.
 
At least for temperature there's a workaround: night :)
Though yes,would be cool if it was deadlier yet possible to take the risk, and that suit engineering helped be able to wander in more extreme conditions
 
At least for temperature there's a workaround: night :)
Though yes,would be cool if it was deadlier yet possible to take the risk, and that suit engineering helped be able to wander in more extreme conditions

The problem with nighttime as the "solution" is some planets are tidally locked and some mission counters have such short durations that you cannot possibly wait for the planet to rotate to a safer orientation without the mission also expiring. It's a workaround in some cases, but it isn't really a good one.

And yeah, I would expect that suit upgrades would widen the "safe" range and change the exponential battery consumption curve for more extreme conditions to be further towards the extremes, allowing you a longer operation time in bad environments. For gameplay's sake, I think it's wise to configure things that if your ship can physically land on a surface, you CAN disembark, though in some cases you might only survive for a few short seconds before expiring.
 
Some suggestions in this thread
 
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