#Campaign Map "Patch" Feature, and Multiple Supporting Features.

49 messages · Page 1 of 1 (latest)

gaunt island
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Introduction:

Have you ever thought the current map is too straight-forward? Perhaps that there is little to choosing your route other than missions, thus making the map gradually staler over time? Well, I have. But hey, that's just me! I just want to share a potential solution to this issue. These changes may very well not be added, but I wish those who read this idea to at least consider different map changes if these ones aren't your cup of tea. I just feel like having a more interactive and in-depth map could really do the game a world of good!

Map Changes:
Time to get into the meat and potatoes of the suggestion. What I propose is a system where upon map creation at the start of the campaign, different colored "patches" will be integrated into the map. These patches, depending on their color, will have different mechanics. Most, if not all patches, will pose unique threats players will have to take into account when traversing these regions. For example, darker patches of the map could relate to levels in said patch being at a lower depth than the surrounding levels, thus posing a crush-depth threat. Another color could relate to an increased difficulty, resulting in higher numbers of hostile flora/fauna, and stronger ones, at that.
Additionally, another type of patch color could correspond to a light radiation danger, thus encouraging players to try to get through the patch as quickly as possible. Yet another patch color could relate to there being an especially strong creature you must get past.

Of course, this would all be silly if there wasn't any encouragement to go into these patches! Unlike the concept art I drew of this feature, patches will be scarcer and more wont block off all possible routes through an area, so it wont be forced. Anyway, back to the topic at hand. Rewards for going into the patches! I'm reaching the character limit for one post, so I'll break this up into multiple. Bare with me here...

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Risk/Rewards:

Structures located in these patches could have especially good loot. For example, higher chances of higher quality weapons/tools, genetic material, alien materials, etc. However, that's not all I wanted to suggest. Particularly, mission types exclusive to patches!

Along with each patch having a money multiplier for missions (outposts would logically pay extra for submariners to go through more dangerous routes (unless they are greedy)), There will be new mission types that crews can take, namely:

  • Eliminate (x) [there will be more info on this later in the post, it's not just a repeat of eliminate large crawler. kinda.]
  • Ammunition Transport
  • Submarine/Beacon station Rescue

Admittedly, I came up with the last 2 on the spot, and I bet the devs could come up with more, better quality mission types. Ammunition Transport allows for Attack-Class subs with plenty ammunition storage to benefit similar to how transport ships benefit from cargo missions, albeit not as much. Submarine rescue involves saving an ally submarine crew from peril, in one way or another. The submarine crew must survive until the end of the mission, whether you take them on board of your own ship, or you have some of your crew maintain the other submarine/station. In the case of a beacon station, its reactor could break down and no longer function, putting the beacon on a time limit until they run out of power.

For completing any one of these special missions, along with the normal money, you could get a crate of special goodies! Valuable materials, strong tools and weapons (ammo not included), or even just some extra medical supplies!

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Now, for my personal favorite, the "Eliminating (x)" Mission. You may be wondering what the variable is about. To fully answer that, I need to dive into another feature :P

New Outpost events:
When in an outpost next to a patch, or in an outpost that is inside a patch, you may encounter a group of outpost-dwellers chattering worriedly about rumors of a dangerous sea monster. Said sea monster can be any type of large-size creature (Potentially even including mudraptor veterans, but more likely things like hammerheads, molochs, crawler broodmothers, giant spinelings, etc.) And it will have a decent stat modifier to ensure its decently tough for submariners (the buff can be toned down for earlier biomes)!
Yknow how theres a special mission for killing Moping Jack (a special hammerhead)? This is exactly what type of quest this will result in, except it will be either a randomized name or one out of a large pool of names, and the creature type will be randomized. Fortunately, the outpost-dwellers will tell you what type of creature is, so you and your crew can prepare to face it, or prep countermeasures incase things go south.

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Conclusion:

Overall, I think at least a few of the ideas presented have potential. Originally I intended to also suggest bringing back a circular map-style legacy barotrauma had, but uh...I came to realize that would be unrealistic.

I know some of these suggestions are far fetched, but do consider adding something like these :)
Feel free to add-to, or alter these suggestions in any way you see fit, devs! If you add them, that is.

lucid willow
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pretty cool

gaunt island
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ty

tired holly
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Sounds very promising

gaunt island
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yippee!

fallow light
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leaving comment to make tihs more visible pepe13

gaunt island
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thank you man, i really appreciate it

sharp spade
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imagine a hellhole of a patch thats just makes the area in it entirely filled with ballast flora spores

gaunt island
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thatd be crazy. could have potential for a thalamus-themed patch, though! where basically all wrecks are thalami and wrecks spawn more frequently in said patch!

gaunt island
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Anything to make the campaign less monotonous tbh

vast reef
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this looks good

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it would be funny that in some areas there are just pets swimming around

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like you can go on the cool route with crawlers everywhere or you can go on the dangerless route full of pets

gaunt island
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It would be neat if patches could correspond to different level generation. i'd like to see something like a flat plataue kinda deal where you can explore on the sea floor for plants, rather than just in caves/everywhere

vast reef
gaunt island
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true

sharp spade
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what about a small ransom patch which could be connected to an outpost event where the outpost leader secretly has ties to the pirate fleet in the area and will try to make you pay money to ensure a "safe passage". Unlike the regular passageway tolls this one doesnt stop you from moving it just means you might be ambushed by pirates during missions inside the patch so long as the toll hasnt been paid or the outposts leader hasnt been turned over to the external authorities.

gaunt island
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ooh i like that idea, could be recycled for other bribery-type events, too, if they added something like it

gaunt island
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For example, instead of pirates it could be faction subs, too

native knot
gaunt island
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yeah, i dont like excuses of "just use dynamic europa" and the like.

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if there was a more in depth map system, we wouldnt even NEED dynamic europa

native knot
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i would say "just use mods" if they didnt kill your fps

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i had a level the other day with 5 different "subs"

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my sub - basically shuttle size, wouldn't cause much lag

beacon station - 3 pirates, on its own wouldnt cause issues

orca wreck - laggy because of destroyed reactor + haz reactors. technically 2 subs because front part falls off

MLC pirate base - like 10 bandits

MLC pirate camel - largeish sub with another 10 pirates

all together guaranteed a steady 5 FPS through the level

gaunt island
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I'd like to see what other people could add to this suggestion, too

gaunt island
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Now that the pvp update dropped, maybe we get a campaign update next (/j)

marsh garnet
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I just hope they bring back Legacy-type campaign map.
Where instead of it being straight line tier-to-tier progression, it could be more of open-world sandbox, something like Starsector, yet keep the linear level structure.

Whereas, The Eye of Europa could be a randomly hidden location, to be found by following the questline or using some special equipment; doing what basically Minecraft did with End portal, located in hidden stronghold, only to be found by crafting special items with locating it in the world.

gaunt island
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I would love that, too. In fact, it was my original plan for this suggestion, but I asked Dyna if she thought large map changes would be feasable, to which they replied no (or unlikely, i forgor)

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But hey, its not the devs fault, baro code wasnt meant to survive for this long anyway

sharp spade
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i feel like it would make sense for the eye of europa to be at the end and not hidden

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for one its "the race to the eye" and not "the scavenger hunt to the eye"

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but also the eye is supposed to be giving off tons of energy and traceable signals

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it makes sense that the researchers know its approximate location

gaunt island
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yeah

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i wanted this suggestion to be something like "bring back the circle campaign map"

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but

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for reasons explained previously

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that is NOT gonna happen!

sharp spade
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I just think it would be cool to have some variety inside the map

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like little microbiomes within the biomes

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which are the patches

gaunt island
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i think it would be cool, too

gaunt island
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Another patch theme could be vessels of enemy factions, or just pirates

sharp spade
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could also have a patch thats a DMZ zone between a cluster of seperatist and coalition colonies

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and so the patch would cause the region to have sea mines