#suggestions

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near glacier
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And Gunner needs a buff I guess? At least minigun damage

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Yeah

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Maybe instead of Demopack give him a Rocket launcher ?

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But yeah,Nerf the Engi and Buff the Gunner

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Driller could have a Mining Laser for stuff on the ceilings ?

idle quartz
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Hes got a pistol for ceiling stuff, can kill 2 spitters in a clip on medium. Dont think engineers shotgun needs a nerf its got decent dmg and ammo but bad range hes gotta waste grenades to hit spitters. Its not 'unrealistic' either its a Jackhammer type shotgun

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a slow one ๐Ÿ˜›

near glacier
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SUGGESTION: Mimic snake enemies. They change their color to look similar to ore veins and wait for you on walls.

devout coral
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jsut hit them with a pick

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like you wrent plannin to anyway

idle quartz
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nu snakes are nice, those would make sense as some kind of glyphid or leech though

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not a hanging leech but a crawler type

near glacier
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Glyphipede (centipede)

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whatevr, I forgot how to spell it

devout coral
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grammar nazi: glyphid

near glacier
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It should be long with segmented body

idle quartz
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no reason we coulnt have GOLEMS made out of ore

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๐Ÿ˜„

devout coral
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KILL IT WITH FIR.... PICKAXE

lean haven
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the only issue I'd have with that would be that I can't think of how they'd incorporate the existance of magic into the game as it is to explain the golems

idle quartz
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galaxy quest did it ;o doesnt have to be magic

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just organic rock or something.

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They live in the walls

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leave you alone unless you dig them ;o

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they'd probably explain it with "radiation" haha

lean haven
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that could work

hearty cliff
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@idle quartz or silicon based life forms

idle quartz
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yeah like star control!

near glacier
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Hey, there's many life forms on Earth that use exoskeletons made of random stuff. Golems are real

hearty cliff
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Like a hermit crab?

near glacier
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DRG golems don't have to be a "rock with a soul" like fantasy golems

hearty cliff
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Or they could be aliens

idle quartz
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There are spiders that kill and wear the skins of their victims

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we need some of those.

near glacier
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If we have a cave spiders and a strange ceiling hentai thingy, there's can be other muscular stuff with a sticky body that uses rocks or ores to protect its body

idle quartz
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if its made of ore we can mine it after we kill it

near glacier
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pfff, bch please

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we can mine it when it lives

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and force it to go and find more ore

idle quartz
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rude

near glacier
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but effective :^)

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my new enemy idea will make you all play Driller because he has a flamethrower

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a fake ore, each crystal is a small glyphid spider

idle quartz
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a spider golem

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yes

near glacier
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you mine one, a huge swarm of them triggers

idle quartz
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in fact, momma's carry baby spiders on them all the time

near glacier
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they either attack you in swarm, or form a big golem

idle quartz
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we need a swarmer momma

near glacier
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A good idea for a new glyphid boss

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when you damage her, she releases small spiders (like after destroying a spawner)

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if you don't damage her for long, these small spiders grow up and become glyphid warriors

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so you better fight her fast

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A jellyfish boss could have 2 or 3 cave leech like tentacles

devout coral
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its still possible to kil a dreadnaught on your own but your idea of jellyfishboss makes the boss too easy with 4 and waaay too hard on your own

near glacier
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Because leeches need to be reworked

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like instakill if they drag you close to their mouth but don't stun you if they grab you

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SUGGESTION: Swap spitter and warrior models. Warrior has a smooth body with no protection while its a melee unit and spitter has a lot of spikes while being a ranged unit

short kernel
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I'd like to see development of cave biome or the fleshing out of the jellyfish/metroid aliens

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The glyphids have hogged the spotlight all this time I want to see more distinct looking jellys n' stuff

idle quartz
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Loot bugs can leech onto molly and start eating your Gold/Nitra.

pulsar willow
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Thats interesting, I like that idea, makes them more than just a free cache of resources.

idle quartz
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Molly should probably give off an alert when shes being robbed

coral hornet
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could give off a ton of fun dwarf lines about it too

sage umbra
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"Those bugs are stealing more than we earn from DRG in a week!"

coral hornet
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"'ey, that's MY paycheck!"

devout coral
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"those hungry bastards are stuffing themselves faster than me wife"

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"hey your guts are supposed to go in molly not the other way round"

idle quartz
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Really hope we get some cool echo effects for guns and explosions, being underground and all. big sound challenge.

near glacier
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But it will be very rewarding

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If you get it right game quality goes up by 200% in my book

lean haven
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@light parcel got me thinking about things growing up and evolving, could we get a sort of pod enemy that if it isn't killed off in a certain amount of time it grows into another type of enemy?

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I know the nexus is sort of like that, but I would like something more akin to the xenomorph pods from alien

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So maybe a group of small pods that turn into something

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We also should have an enemy that attacks with sound waves, like a souped up bat with echolocation blasts

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Also a loot bug mom miniboss that comes in all enraged after you kill some of her babies

near glacier
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SUGGESTION: Late join players drill down to other teammates in a mini drill pod. Target location is marked for other players (like supply drop) so they won't get hit by it.

woeful peak
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that's an amazing suggestion

vagrant lintel
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Until a spammer starts to join/leave/join/leave/join/leave until he hits you with the drop pod

cinder swan
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maybe something with a join persmission, if a player joins/leaves too often a small window pops up for the host, or maybe this could be an advanced overall option when starting a game every time a player wants to join after

coral hornet
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Or just have it be a first time thing for each player.

sonic sinew
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This is a small attention to detail, but in the "Lobby" you can put barrels on the forcefield the droppod is in

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WHen you start a mission, the barrels can be in your actual mission

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And i was thinking it could be an achievement

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"Bring a barrel with you on your quest. The barrel must be in the Drop Pod to achieve this"

idle quartz
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@near glacier Question about your suggestion. What if they simply dont target a place for you to spawn? what if they spawn you somewhere you will die?

near glacier
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@idle quartz Game picks a spot to spawn late join player. Somewhere nearby host I guess.

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@idle quartz We've got enough trolls already...

idle quartz
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nothing really wrong with the current spawn system its just a little boring ๐Ÿ˜› and SOMETIMES you spawn on a guy who is on a zipline and you fall.

near glacier
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@idle quartz I almost killed a guy when he spawned infront of me when I was fighting bugs with my sawed-off :\ spawn system should be reworked somehow, at least give 3 sec invulnerability

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and I think mini drill pod will work perfect and suit game style

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like drop pods in HELLDIVERS

idle quartz
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i wouldnt trust anyone to place it for me, by the nature of the system you are not playing with friends most of the time, you're joining a group of strangers

near glacier
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as I said before, game will choose by itself where to spawn

idle quartz
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either needs an auto pick or spawn invuln

near glacier
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somewhere nearby a host player or Molly

near glacier
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Lets just let them drop down with a Droppod,the Pod makes a little plattform(fall safety) and after a few seconds self destructs after player left the pod

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They drop near Molly is best Option i think

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And the platform is for those random cliff spawns

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Also Players already in the Game get a Message like:
Sending you Reinforcements,you (insert insult here) just dont seem to get the Job done.

tough ravine
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I would like you to add weapons and a menu for friends
the enemys are good
the mining is good, I would like to add more Objectives for some missions depending on the difficulty

sonic sinew
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What about "When the game crashes let it crash"

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keeps putting me into main menu

lean haven
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Suggestion: Give @idle quartz more moderator powers

near glacier
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Hm... If we mine ores, they are added to our inventory. If we mine rocks, they just dissapear. Should devs do anything about it?
Like, droppable rock pieces that we can gather and use for some simple stairs building
or cheap ranged weapon ๐Ÿ˜„

near glacier
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Would use too much power of your PC

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So i dont think that will happen

lean haven
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the stair building kind of makes engineer's platforms and drills slightly silly making since stairs are one of the things you can use those for

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as for throwing rocks, I would want the thrown rocks to be a sort of distraction to draw enemies towards the noise if you're not in combat

light parcel
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don't they smell you?

devout coral
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no ive snuck up on a preatorian before

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sneak attack critical

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X2 damage

cinder swan
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I played with the idea of somehow weakening the enemies and came up with this class suggestion:

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Xenoscientist Class
It took many years for him to investigate those Glyphids and in order to continue he needs money, so he joined Deep Rock Galactic in order to receive money and to be able to inspect those creatues alive.
He knows the weak points from almost every Glyphid and uses different types of ulitities to make it easier for him and his teammates.
His main weapon is an acid like weapon that damages the Glyphids' armor, so he does damage over time, and allow through the weakened armor higher damage from other sources.
His secondary weapon is an automatic pistol.
His utility weapon allows him to additionally weaken enemies and to paralyze them for a short duration.
As his mobility gear he has a special designed gear to allow him to control a Glyphid and to ride it for a set duration (the Glyphid needs to be big enough in order to carry him).
I am not sure what he could have as an armor resistance upgrade, I still have no idea for it (does it need to be a resistance, nothing else?).
He would be a special support class that weakens the enemies and would allow other teammates to do more damage, I think a good addition in a coop game like this.
He could talk alot about the Glyphids/Caves/etc and the others would tell him just to shut up (dwarves are rude :P) and to continue the work.

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Not sure about the class name, I just came up with it

livid shoal
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btw maybe not new classes, but "versions" of same classes..

cinder swan
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what do you mean by "versions"?

livid shoal
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it's like same engi dude, but with gas mask, chemical weapon.. etc. so you simply switch on that character between classy engi > different one.

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something like stick to same role but doing it different way.

cinder swan
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well, next to weapons/etc is everywhere a "1/1", so it means they should have already planned something similar, that you can change weapons/etc in the future

livid shoal
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guess "role" the right word. healer doing heal by nature thingy, healer doing heal by spiritual thingy. fire mage > frost mage. engi with turrets > engi with poison clouds <

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ษนวสŒวส‡ษษฅส (. - . )\

grand siren
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Healing Grenades?

hearty cliff
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This isn't brink

grand siren
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never played brink but some sorta group heal would be nice when your getting mobbed by a swarm right?

idle quartz
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a revive grenade perhaps but healing? eh

harsh vault
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i would like to believe that more into the game they will have optional non-class-special weapons to be changed but yet again, mabie with weapons like the drillers drill, you could change it like the regular's stats could be different like ig you swaped for a drill that has more fuel capasity but does less damage and mines a bit slower but overall has more distance per unit of fuel. OR how the engies turrets could be swaped for mini pods with the option to drop 1 ammo or 1 health (ammo doesnt refill pods) or someting like that

hearty cliff
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a revive grenade is legit the medic's ult in brink

lean haven
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Animate the dwarves so instead of simply breaking red sugar and instantly healing, they take a second or two to stuff a handful of it in their mouths and chow down

vagrant lintel
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Civilized eating? By dwarves? ๐Ÿ˜…

lean haven
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Who says it's civilized?

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I'm not saying they'd be pulling out dinnerware to sit down for a lovely candlelit meal

near glacier
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A hog bone counts as dinner ware right?

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Or the skulls of slayn enemies

idle quartz
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would be neat if they just bit them.

fervent garden
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Guys some one come play with me

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I am bored AF

idle quartz
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no servers available right now ?

fervent garden
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only one but it is private

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Anyone wanna come?

idle quartz
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<@&304144808803565569> anyone? take him on an date to a Lethal mission

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super lethal.

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100% lethal

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kill him before he enters the drop pod lethal

fervent garden
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Wait me?

idle quartz
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wait what ?

pulsar willow
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wrong channel guys lol

fervent garden
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Why kill me?

near glacier
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^

fervent garden
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What did I do wrong?

fervent garden
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Give gunner motion sensor charge instead of demo charge

fervent garden
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And make them way more effective damage wise to enimies but make it so they dont do damage to the area

idle quartz
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?

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take away his demo charge AND make them better ?

fervent garden
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Yes

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But make it so it does no damage to the terrain

idle quartz
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Napalm demolition charge for diller ๐Ÿ˜„

pulsar willow
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Firewall ๐Ÿ˜„

vagrant lintel
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And driller's grenades should be fireballs.

near glacier
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can we get a more detailed sliders for sounds and other stuff?

pulsar willow
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that is probably coming in the future, standard options tbh

near glacier
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i mean 19% is an odd number xD

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19% or 0

surreal ridge
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We thought that 20% was too much and 18% would just be silly

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๐Ÿ˜›

pulsar willow
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sound...logic... geddit?

latent mango
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Is there going to be an all melee sort of class? Like that one dwarf with no brain but a lottt of muscle

atomic musk
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well fran i guess you cant beat that logic

cinder swan
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that moment when the others give you another idea...

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give me a moment and I might come up with another class suggestion xD

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but only melee... I need to think a bit more about it...

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nah, not much coming from my side... I could write what atleast is needed for a class suggestion to be good and other might help me out...

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What could be needed:
Class Name
Short description
Main weapon
Secondary weapon
Third weapon/an utility gear/etc
Mobility gear
Armor upgrades
Possible other features
Possible interactions (chatting, etc.)

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  • what would be his role in the game*
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what I came up with for now:

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Melee Class (suitable name missing)
He would be a class with mostly only melee, so a fun addition for players who don't like shooting and just want to beat things up.
His main weapon would be a Warhammer, slow attack but higher damage.
Still no idea for his second weapon, but something with a faster attackspeed but lower damage.
I don't think that a class should be completly melee, so maybe something ranged as his third weapon.
No idea about his mobility gear, maybe something like a jump boost or a smaller version of a grappling hook.
Maybe he would have more shields and health as he fights right at the frontlines, whether he gets even less damage as his resistance upgrade or faster shield regen, or maybe something like a very slow health regen.
He would fight as a tank-like class in the front and protect the other teammates from receiving damage, but of course he should be able to take some more damage than normally.

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Not sure about his interactions, he could say something like "Time to let my weapons wash in the blood of the Glyphids...".. still missing additional ideas...

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well, this one isn't that well made but this would be already my fourth class suggestion xDD

lean haven
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You can reference my earlier melee class suggestion

cinder swan
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oh, you wrote one already?

lean haven
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A while back, yeah, but it's good to add

cinder swan
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well, this discussion just gets longer day after day, so you can't always memerize everything or if you haven't been here earlier...

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I just got here after the last big update I think, with the 2000 (+2000) closed alpha keys

lean haven
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Basically the thought was, higher attack, since it's up close fighting, a hammer type weapon, throwing axes/pickaxes that you have to manually pick back up to make you think twice about using them, increased mineral carrying capacity, and the a healing item that you can use on teammates

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Buffed defense is optional since they have shields already, but it would help in getting over to heal teammates and stay in the thick of things

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Maybe 5-6 ammo on the throwing weapons since the class is centered on being up close and personal

cinder swan
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Not sure about the healing item, would fit more a medic class... well, I did too write about a hammer type weapon, throwing axes could be his ranged weapon then. About picking them up.. not sure, could be a pain if they fall down a big cliff or something. mineral carrying capacity doesn't make too much sense, sounds more like a random idea to the class and would fit more the Driller. I too wrote about buffed defense, but more for tanking for teammates, but maybe something with should could be better, they sometimes can fall fast for other classes and might be good for this class

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something with shield*

lean haven
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You could always get rid of that worry with timed regeneration on the ranged ammo, but I prefer picking them up for realism sake

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That and it makes you have to think about where you choose to fight an enemy, which is pretty melee specific

cinder swan
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I don't want to ask for too much, but I and maybe others, too, would appreciate it if the developers could give some short feedback to the suggestions the players make from time to time, or maybe from bigger or useful suggestions you think are really good. Of course we know that the developers read through these suggestions, but we almost never hear any of their thoughts about those, might it be just for descretion for future updates or they just don't want to talk activly about these if they don't have much time. Maybe we could get more ideas together if we hear some feedback of what is good, could be made better or isn't really necessarily. Or maybe I am not long enough into this development discussion and am missing something, but it would be nice if we could hear any response. <@&257786783666929665>

coral hornet
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or if the devs are looking for class ideas, maybe they could give us some kind of template to fill out?

cinder swan
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well, I kind of made a raw one above, but you could go much more specific on the stats of the weapons, etc...

grand siren
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A way to shake off the webbing that's on the screen quickly, maybe shake mouse or wiggle analog stick.

vestal sparrow
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^ yes, just spam your camera all over the place

wind karma
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@cinder swan We hear you. ๐Ÿ˜„ I'd personally love to chip in more here and talk with all of you at length, but fact is that we are simply extremely busy making the game.

As you point out - more or less everything is being read (primarily by Mads, though I try my very best to skim through here at least once a day), and anything real good that we haven't thought of ourselves is absolutely filtered out and put in the pile of "wow, this would be really cool to do".

At present, practically ALL our focus is on getting ready for Early Access - that means getting the last missing big features in and polishing what we got - getting a solid foundation that we can then later add on to. For instance, right now it's more important for us that we have weapons that WORK, rather than having a vast variety of weapons. The variety will come later. :D

Do know that all your suggestions are EXTREMELY appreciated and that it fills me with joy to see people get passionate about our game. We really really want to make this the best game it can be, and seeing people get excited about it like this is a massive morale booster. Keep up the good work - and I promise you that we ARE listening. ๐Ÿ˜ƒ

idle quartz
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^the gatling gun doesnt work, the damage is too low >: O

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increase wind up, increase damage! big gun!

near glacier
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plz

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its alright ๐Ÿ˜‰

idle quartz
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This might be kind of obvious but what if...The extraction count down didnt start until molly got to the pod?

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Then it should start, but be shorter than 5 minutes, and it should be harder to reach it. Moar enemies.

lean haven
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As it is, we can outrun molly to the pod, so with the timer not starting until she gets there I feel it might make it too easy to escape. I guess it could work if molly could kick it into 5th gear and majorly outpace us all to get there first no matter the distance, and if the waves of enemies started hitting you immediately upon the goal being reached, but I'm not too sure otherwise.

light parcel
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Too easy? ;-; It often was god damn hard...

cinder swan
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Thanks, I really appreciate your response and am looking forward on continueing to contribute to the game by suggestions ^^' Then you are much busier than I wrote you might be,.. that's ok, that just means that your are working hard to make the game just even greater ;)

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"Molly gets an upgrade? Now way, Deep Rock Galactic would never do that!" kinda got this idea for chatting xD

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(+ answer to the suggestion above)

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"...would never do that, they are too greedy, they don't even care about us, just the Morkite!"*

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"...Nah, would make sense, then they would get the Morkite faster to the escape pod and we might fall behind, less or nothing paid to us!"

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kinda too long this one, still getting ideas, would need to be shortend, or maybe split into two or more

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"Is that thing even upgradeable? Too fat and slow is that thing, I tell you!"

grand siren
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being able to ride the Mule back to the drop ship? XD may make things to easy though

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being able to play music through the Mule like the jukebox would be awesome, like maybe you'd have to pay nitra or gold to change the track.

cinder swan
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How about a mobility gear that allows you to ride Molly or something similar and to order it around? You won't be able to control it yourself, but would need to point out where you would like to go... Maybe an correction to my earlier class suggestion "Xenoscientist", that you would order the Glyphid around you are riding. But maybe there could be a class, kinda similar to the Driller, just more mobile and with this, calling something like Molly just smaller and faster, to be able to reach hard locations, and the class would be something like a second Molly if he uses his mobility gear...

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Ok, maybe give me some time and I might get ideas for a full class

coral hornet
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i dunno, riding in games have often felt clunky to me. having a very distinctive glyphid pet or mecha glyphid could work, but riding would need a lot of work and tuning to have the propper feel to it.

cinder swan
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Well, it would have difficulties, but I try to think a bit different and try to offer another idea. Just as said above, you wouldn't be able to control it for yourself like you normally move, but you would order it around. It would work with the base of Molly, just that you would have a device to set a mark where to go and that mark would be used at a distance of course (you call Molly normally to the position where you are at that moment). I continue to work on my class suggestions, kinda missing some weapon ideas if there would be a second Driller class...

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well, I'll post what I have so far

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Driller's Brother (missing suitable class name)
He would be a more mobile version of the Driller, and instead of specialising on the rock, he does it more on the ressources.
As his gear he would have something like the Driller's drills, just faster, a smaller AoE for mining, and it would mine ressources faster, but normal rock slower with it.
As his main weapon he would have... (missing idea)
His secondary weapon would be... (missing idea)
His mobility gear would be a constructable rideable Mule, a Mule like Molly, just rideable, smaller and faster. In order to move around with it you get on it and order it around, so you won't be able to control it like you normally move, but you would need to point out where to go. You can construct only a set amount and it would have a set duration. It would have a set amount of space to load ressources, so if it gets full it automatically goes to Molly and would give her it's ressources. Whether this or if the time runs out it would selfdestruct itself and fall apart additionally. If it fails to reach Molly as it automatically goes for her if time runs out, but Molly may be called away or just move further away, it would still try to reach Molly but fall apart when out of time, so it's loaded ressources would fall on the ground.
His armor upgrade would be... (missing idea)
Possible interactions could be... (missing, give me a moment)
His main role would be similar to the one of the Driller, but instead of the rock he is a fast ressource miner and his mobility gear acts like a second Molly, so you don't need to drag her everywhere around if used.

light parcel
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tl;dr...

livid shoal
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find a partner. female. cat is fine too.

coral hornet
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hey now, no need to be mean.

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Driller's Brother (missing suitable class name)
prospector maybe? something of a cross between driller and scout?

livid shoal
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@coral hornet pew-pew-pew. you dead.

cinder swan
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that's a suggestion, it's normal that they might be long xD

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and a whole class can't just be described in some phrases, it needs additional ideas

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about his mobility gear, instead of this class it could be a callable just like the auto sentry, supply pod, etc.

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, too*

livid shoal
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and a whole class can't just be described in some phrases
Capitalists, or bourgeoisie, own the means of production and purchase the labor power of others done

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ask Karl Marx how to.

cinder swan
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the more details the better it is for the developers... don't just think about yourself

livid shoal
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nope. i am genius. center of the universe. i will think about myself cause i am the only one deserve to be thinking of.

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yay

coral hornet
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a prospector class could be neat, someone to mark ores and gather up what the others drop.
his 'mule' could be a sort of mechanized spider/glyphid that, while not being ridable, could be commanded around similar to the marker. it would load up on ore (max 100 of each type) and when fully loaded would return to molly to unload.
the mule would spawn in along with the player, no need for it to take up more space.

as for his mobility gear it could be a sort of worms-like ninja rope, something he could attach to the roof of a cave and move up/down with.
or it could be an unseen item (not on your hotbar) and it would be jump jets, not a full on jetpack, but something that would give him a few extra jumps in the air. (i personally feel the rope is a better option for this guy.)
he could use a high caliber sub-machine gun, something with a decent rate of fire and damage, but fails at long range due to unweidy recoil.
a second weapon could be a mine launcher perhaps, or just a backpack of 10 or so trip mines.

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and maybe a semi automatic rifle as his primary/secondary, not sure.

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could maybe also give him a mineral-scanner.
it would funtion simmilar to the scout's flare-launcher, where it would shoot and arrow that embeds itself in the rock and then emits a large ping (visually it would look like the damage range on the explosive chargers) and it would highlight any ores/gems that get within it's ping range. (could maybe be upgraded to mark enemies aswell, or side graded to remove the embedding effect so it would instead funtion like a flare, just with a bit more off on the throw and a limit supply.)

cinder swan
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not that sure about this one... "...gather up what the others drop." what do they drop? they only drop something if they mine something with no more space for it...

coral hornet
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yup, happens quite often when i play.

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plus all the resources are shared, so there's not reason to whine about it 'stealing' resources, if anything it just frees up more space in their bags that would otherwise be taken up.

cinder swan
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A suggestion before continuing with this suggestions: You should be able to select which ore to store into Molly, so if you want to play longer you would still be able to store Nitra and wouldn't accidently finish the mission, happend already sometimes.

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I think two new classes for specialising on ressources wouldn't be that good, maybe throwing it together might be a good idea. But if not, your class suggestion would sound better in my opinion, so I think of working more into that direction.

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Man, I get way too many ideas right now, enough for 2 classes, but not a single one for weapons xD

near glacier
#

Think about Overwatch

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many weapons with different styles

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Tell me the number from 1 to 10 how many weapons you need for future ideas

livid shoal
#

no Overwatch pls. just no.

near glacier
#

Why? :^) still better than CS

cinder swan
#

it doesn't really function like that.. you need to first think about a class specifics and then to give it weapons which could fit it...

near glacier
#

and Quake lul

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Flamethrower doesn't fit Digger but who cares

cinder swan
#

nah, for his role he must specify on close combat, so a flamethrower and a pistol as a secondary weapon fits him well in my opinion

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if he has drills he shouldn't have much ranged variety, and the flamethrower makes it a unique class for crowd control with AoE

near glacier
#

I still want to see a defender class that doesn't have much damage as Gunner and AoE like Driller

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Like.. tesla towers, that stun enemies and damage them a little

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to slow them down and let dwarves escape

livid shoal
#

better tesla towers instant killing 3 thingies inside. even dwarves :D

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like in that game you aint called Vangy.

near glacier
#

HELLDIVERS refference

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amirite?

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chaos gas, yay! you throw it, enemies enter it and slaughter each other

cinder swan
#

man, how many class suggestions did I already make and of how many am I thinking already about at the moment? Stop giving me foundational ideas D: xDD

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I need to concentrate on one for now, but have already 2 others in my mind

near glacier
#

Primary weapon, secondary weapon, special class ability, ability to synergize with other dwarves, special armor upgrade

#

Think about it, don't go into lore shit

livid shoal
#

lore matters!

near glacier
#

only after we get info about Carl

#

for sure he was killed by cave stuff, after killing an enemy we can hear "This one is for Carl"

livid shoal
#

i always thought they say "for call" no idea.

near glacier
#

same

#

Should we start making our suggestiong about explosive charge changes? Two classes have them

cinder swan
#

Prospector Class
He helps with searching for ressources and helps out with the small inventories of the others.
Main weapon...
Secondary weapon...
His gear would be a placeable sonar which detects ore and marks it, maybe even highlight it so you can see where exactly it is or how big it is (maybe even a number is given).
Instead of a normal mobility gear he would construct a small Mule with limited inventory which he can order around with a marking device. It would be helpful as it would be faster and smaller than Molly and could be easily sent to a position, not like Molly where she goes to the position where you called her. When it's inventory is full it will be automatically sent to Molly to free it's inventory space. It is given a set amount of ressources it can transport to Molly after falling apart, then you need to construct another one.

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(with the contribution of @coral hornet)

light parcel
#

I swear... When you place a big text here, do a tl;dr below it or i will never read it ;-;

cinder swan
#

Not that sure about his weapons...

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I never do that xD

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I just write down my suggestions, it's your decision if you want to read it or not

near glacier
#

TL;DR
Prospector Class
Has it's own small Molly like bot
No other info from that huge text

cinder swan
#

wow, now it's missing the necessary details for the developers, great

livid shoal
#

i thought they say: we trying to make core. ideas always great but let us do core first. core. pls.

cinder swan
#

now let's just stick with our own opinions, I continue the way I do to help the developers and if you don't like it it isn't my problem, I just want to help the developers with detailed ideas or thoughts

livid shoal
#

i know it's hard to get when someone joking or being sarcastic or simply not serious, especially when there is no emoji.

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hard for facebook users ig guess

near glacier
#

Prospector

  1. Primary weapon: projectile weapon that pierces 3+ targets, damage is between pistol and a revolver

  2. Secondary weapon: AoE stun gun. You shot it, an arc of electricity appears and stuns all enemies infront of you for 3+ seconds. Deals less damage than pistol, has longer reload time than Flare Gun

  3. Special ability: Sonar tower. Lights up all resources in its area so they can be seen even in darkness (also Gems with a special symbol). Enemies are marked with a simple symbol if they are behind cover and glow red if you have line of sight with it.

  4. Team support ability: Mini M.U.L.E bot. Can contain for max of 100 ore units (for example, 100 morkite or 30 morkite, 40 nitra, 30 gold). Can slowly mine resources by its own if marked by a laser marker.

  5. Special armor upgrade: Can storage up to 60 units of each ore type

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I don't even know how to translate Prospector tho

livid shoal
#

nail gun with nails. stealing enemy life slowly, giving some effect on mates, prolly over some amount of nails in mates starting to cause damage or whatever else.

near glacier
#

wow, no magic

livid shoal
#

not stealing to you tho. just toxic thingy in enemy butts.

cinder swan
#

oops, forgot to add the mining part, thx I guess.. And why not just right away like this? this sounds more interesting.

livid shoal
#

i mean you could shoot both, enemy and mates, with overeffect on mates.

cinder swan
#

about the inventory space, it sounds not enough before it needs to go to Molly... I think more of 200 and maybe the limit of 400-500 before it falls apart and you need to construct a new one

near glacier
#

shoot a needle in glyphid
grab it back from a dead spiderbody
inject gathered stuff in your vein
go and mine magic pokemon ore

livid shoal
#

lel.

cinder swan
#

xD

near glacier
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100 is its max inventory capacity

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500+ is its max working capacity

livid shoal
#

callable supply drop with gravi-swap. boom and floor is on the ceiling...

cinder swan
#

Molly is not always near to it so I don't think it's that good of a number...

near glacier
#

and sending it to Molly is kinda OP, let is just be a walking backpack

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you can storage your ore in it or it can mine ores by itself but don't ket it do all the dwarf job

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call for molly and grab the stuff from it to deposit

cinder swan
#

well, developers choice I guess, I think both could work out

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I mean whether one or the other*

livid shoal
#

simple bonus to armor right, like explosive resistance but big pockets..?

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oh yeah i checked last vanguard point.

cinder swan
#

well, I don't think I have something to add anymore to this class suggestion, I try to make my move on another, but kinda forgot my ideas for it though...

near glacier
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We don't want DRG become a MMORPG mining game right? Like with 8999 dwarf types

cinder swan
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These are just suggestions...

near glacier
#

Just wanted to say that we need to combine some ideas

cinder swan
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And why mmo? you group up to a max of 4 in a team

near glacier
#

more than 2 is massive online D:< for me and my potato internet

livid shoal
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why not. mmo is fine..

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oh. depends from how it's done, honey.

cinder swan
#

and variety is a key for fun.. I sometimes hate it to be limited to just some classes, for now we have the choice between 4 classes, might sound good, but the more unique classes there are the less you always see the same ones (atleast if most players don't like some classes too much)

coral hornet
#

also, to work on @near glacier 's idea (copy-pasting the set up and filling in my suggestions.)

Prospector

  1. Primary weapon: Carbine rifle. semi-automatic rifle with pistol-revolver damage, around 8-15 ammo capacity. extremely accurate with little recoil and with bonus weakpoint damage.

  2. Secondary weapon: AoE stun gun. You shot it, an arc of electricity appears and stuns all enemies infront of you for 3+ seconds. Deals less damage than pistol, has longer reload time than Flare Gun

  3. Special ability: Sonar tower. Lights up all resources in its area so they can be seen even in darkness (also Gems with a special symbol). Enemies are marked with a simple symbol if they are behind cover and glow red if you have line of sight with it.

  4. Mobility item: Swing-rope. fires a line of rope which the player can then travel along, about teh same speed as with the zip-line, but instead of being anchored in place, it simply pulls you towards it, like the grapling hook. can only be used by the prospector and would allow him to get up to deposits of minerals in tough to reach spaces. has decent range but long recharge time.

  5. passive: Mini M.U.L.E bot. Can contain for max of 100 ore units (for example, 100 morkite or 30 morkite, 40 nitra, 30 gold). Can slowly mine resources by its own if marked by a laser marker.

  6. Special armor upgrade: Can storage up to 60 units of each ore type

he might need some kind of counterbalance to off-set having the mule as a passive, this could be lowered health/shields or maybe all his weapons just have drastically lower max ammo. I'm personally a fan of the lowered ammo max since with the mule he should be able to gather enough nitra with the aid of the mule.

cinder swan
#

Nah, a passive would be op, none of the other classes have it

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I rewrote it in my style from Vanguard, took some time for some extra thoughts I somehow got. Just to add things up, what you did above, but just let me write it down xD

coral hornet
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it would be op, yeah, but i can be counterbalanced in someway, just not sure which.

cinder swan
#

(i mean i didn't start after seeing yours)

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reworked class suggestion of it (thx to @near glacier):

Prospector Class
He helps with searching and detecting ores and enemies and would help out with his small Mule to free space from the Dwarves' inventories.
His main weapon would be a projectile weapon that could pierce some enemies, about three ore more, damage would be moderate.
His secondary weapon would be an tesla-like AoE stun gun. All enemies in front of you get stunned for a set period of time e.g. about 3sec. It would have less damage and a longer reload speed.
His gear would be a Sonar Tower which highlights all ressources after some "pings". It would additionally mark enemies and would highlight them red if they are in line of sight.
Instead of a normal mobility gear he would have a small Mule that he can send around. It would be a mobile small backpack which can be sent to Molly, but it needs to be in line of sight of both, Molly and the Mule. It would have an inventory of about 100 (150 upgraded)(all ressources together, not for each ressource itself) and a work limit of about 400 (500 upgraded), then fall apart after it gets emptied. If it is idle for some time it may start to mine for itself some ressources, but slowly.
As his armor upgrade he can store additional ressources himself, about +60, but not for each ressource, but it's a new max which can be applied to them (e.g. for now it's 40, but you may collect 100 gold; or 60 of each; or 70G, 60M, 50N; etc...).

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Well, I somehow forgot my leads for ideas for the other class I had in thoughts, a defensive one, similar to the Engineer, but with more things to build/place/etc... nvm, see below

cinder swan
#

Defense Maniac (Class) (may get another name, just a rough fun one)
His role would be similar to the one of the Engineer, but even more defensive.
As his main weapon he would have a Mine Launcher, it fires small mines which detect near enemies and explode, they stick on any surface. He can pick them up again if he wants to replace or just to collect them back for ammo. Idea is that it could be used defensivly, too, to lay a small minefield or something similar.
He is able to build small Walls which can damage enemies over time if they try to walk over them. They would be mineable just like the Engineer's platforms in order to not block or troll teammates.
Instead of bigger turrets he would have smaller ones, which relies more on quantity than each own turrets power. As they are smaller there are more possabilities of placing them, even on walls, etc.
Instead of a mobility gear he would have a manable turret, high range and accuracy, about moderate damage, and for balance it shoots slowly. It has a small floodlight so you can see with it on a distance.
Not sure about his armor upgrade... (no idea atm)
His role would be almost purely defensive and he would be very helpful against the swarms.

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As you see he doesn't have a second weapon, he concentrates more on defense, but you could place things in an offensive way...

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Somehow I get no ideas for interactions at the moment... :/

coral hornet
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Sentinel og Guardian as name perhaps?

cinder swan
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both sound good

idle quartz
#

Ick. I dont like'm. This isnt destiny.

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DRG is a company, these are people doing a job

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they'd have more job'ish sounding titles

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Rigger for example

cinder swan
#

but I mean better than my example xD

idle quartz
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ha they should change the gunners name to 'Security'

light parcel
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New Format:
๐Ÿ“ Idea name:
๐Ÿ—บ Location:
๐Ÿ“– Description:

cinder swan
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location?

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and I kind of made already my own format if I make a class suggestion, just sometimes I miss some ideas and I leave something out...

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What is needed:
Class Name
Short description
Main weapon
Secondary weapon
Third weapon/an utility gear/etc
Mobility gear
Armor upgrades
Possible other features
Possible interactions (chatting, etc.)
His role in the game/in a team

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well, that would be the standard for the classes at the moment, but things like the second weapon, mobility gear, etc. could be switched out by something different, depends on the class you suggest

light parcel
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Location is meant in terms of where. Like in category gameplay or in classes. Take it like a Topic Name ^^

near glacier
#

Ye

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Just type character screen or smthing

sonic sinew
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Ooo! i got a good one

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The tunnel guider (the one thats bound to M), you can use the arrow keys to change the perspective in the XYZ axis

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so you can tell if there is any tunnels, up down, left, right

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if you're at a dead end without dirt

lean haven
#

The terrain scanner definitely needs an upgrade, it's a bit difficult to know which direction to head in

idle quartz
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kinda feel like the driller or scout should get some kind of Pulse item thats like a sonar but for underground. Black'n white scans a big area and you can see whatnot through the walls and such.

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for a few seconds...

vagrant lintel
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^ If a team has enough resources there's no real reason to make it have to search endlessly for that elusive next cave that got lost somewhere in random cave generation.

oak mango
#

Maybe you should be able to get items by playing the game and leveling up (not microtransactions)

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for exapmple: more weapons, weapon skins, character skins, voice lines,

#

Maybe you should be able to upgrade your weapons

coral hornet
#

you can already upgrade your weapons :V
skins and more weapons are already planned.
though i dunno about unlocking voicelines, seems sort of silly. though new voicelines will undoubtedly be added.

oak mango
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I guess

lean haven
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Unlocking voice lines sounds like overwatch and that whole unlock system is bleh

oak mango
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or atleast add some more voicelines or that the characters can have little conversations

livid shoal
#

unlock milf-witch skin for your dwarf, yay.

oak mango
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๐Ÿ˜‰

near glacier
#

Does the stuff that i mine count for anything ๐Ÿค” ?

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Like other than xp sometimes i wish to stay finish a mine

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And just have a nice reward or smhting in my base

coral hornet
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gold gives extra credits, nitra and morkite gives EXP as far as i know.
that and theres no way to costumize the space rig yet.

vagrant lintel
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inb4 driller becomes pyro, gunner becomes heavy, and engineer and scout become.. well..

oak mango
#

This ain't TF2 ni๐Ÿ…ฑ ๐Ÿ…ฑa

lean haven
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@vagrant lintel but THEY ALREADY ARE

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I mean, a bit

coral hornet
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could be pretty sweet to have a dwarf class that's inside some large exo-suit... not sure quite what it would have going for it in terms of class, or if it should be some kind of drop order thing.

near glacier
#

...that requires another drill pod to drop his huge ass in a cave

cinder swan
#

"Who brought that fat thing down? I hope DRP didn't aim at us when calling it down..."

lapis oracle
#

Or it could be something you find

cinder swan
#

maybe that phrase above could be used for the other callables, too

lapis oracle
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It would be cool to find it but you need nitra to power it

coral hornet
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finding stuff in the caves has been mentioned before, but finding partially wreaked combat/digging suits could be super cool.

lapis oracle
#

Maybe instead of calling in supplies you could find them toi

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Too*

coral hornet
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being able to call in supplies is important, but yeah, finding abandoned camps with supplies/medkits/ore or dead dwarves with a spare ammo clip or 20% ammo refil for the held weapon could be sweet.

lapis oracle
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Maybe some upgraded weapons that can only be found

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Like modules that maybe give you perks like flamethrower has a higher damage but runs out quicker

near glacier
#

Guys. What about class improvements instead of new classes? Like different gear that you can swap with existing one

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For example, Engineer Turret can be swapped for a sentry bot that can follow dwarves and shoot, just like a sentry on legs, BUT it can be destroyed by enemies. Or a sentinel drone that flies near your shoulder and CAN'T be destroyed by enemies, BUT has less ammo than turret

coral hornet
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Dwarven exo-suits.
Not only would it fit into the setting, i feel it would also add a little more to the gameplay if the players could get inside a suit of exo-armor. Iโ€™ve been playing Cryptark (twin-stick shooter rouge-lite) where youโ€™re a space ship โ€˜salvagerโ€™ inside a heavy duty exo-suit. Taking it as inspiration i feel that a large (would increase player model size, requiring larger tunnels and making scaling walls via tunneling harder) clumsy suit, with heavy armor, weapons and an array of utility items could be super fun to play around with.
They would likely either be something you call down for support in a given situation (it would probably have limited fuel and ammo, which could be replenished via dumping Nitra into slots in the back)
They could also be something you find in abandoned camps or outposts. Or as a part of a given mission, say the team is sent to destroy a Glyphid hive, it would make it 10 times cooler to do it in heavily armed and armored exo-suits
The gear they could equipped with could either be customizable or you select a load out (so there could be a gunner, a miner and a scout exo-armor.)

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The pros of using these suits is pretty apparent, lots of firepower (personally thinking twin-miniguns on the gunner suit, maybe a flamer and drill on the miner and a light autocannon and grappling-hook on the scout). They would also have lots of armor, especially at the front, they would both have increased shields, lots of health and damage reduction from the front.

The cons would be larger hit box, which means they would not only be easier to hit for ranged enemies, but also be easier to accidentally have friendly-fire. The increased size would also mean that itโ€™s bigger than some of the slimmer cave sections forcing you to disembark and dig out a path, or have a teammate do it. It wouldnโ€™t fit into tunnels dug by normal dwarves (except for the diggerโ€™s drills).
Another drawback would be their speed and maneuverability, they would turn rather slowly and have a tougher time moving to the sides, making them handle a bit like tanks. Making them feel clunky and clumsy is alright in this case, since that is what they are after all, but it would still require some tuning to make it feel right and not artificial.
Another downside could be that itโ€™s weak from the back, bypassing both shields and damage reduction and going straight to itโ€™s health pool. This coupled with its clumsiness the glyphids tendency to swarm makes it very dangerous to get surrounded, especially by the smaller ones like swarmers and warriors. (having the swarmers be able to climb around on the suit would be suuuuper cool, but i donโ€™t know if the game would allow that.)
The last drawback would be that as the suit gets damage, itโ€™s systems would start to get damaged as well. The minigun would fire inconsistently, it would hobble as it walks, itโ€™s flood lights would flicker and die for a few seconds. That kind of thing.

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And of course, if you come across any abandoned suits down in the caves, you canโ€™t expect them to be in mint condition.

So to summarize/ TL:DR:
Big exo-suits are cool, they would be super beefy and have lots of weapons and armor, but they would be large, clumsy, wth limited ammo/fuel and would fall apart as they are damaged.

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don't worry, i got ya

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oh yeah, and fuel/ammo capacity would be another downside, but it can be refueled/restocked by giving it nitra.

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<@&257786783666929665>

lean haven
#

Driller is wearing an exoskeleton isn't he?

coral hornet
#

yeah but... get a bigger one

short kernel
#

I'd think keeping only 4 distinct characters would be better, and having interchangeable gear for them.
For starters, it's easier for the art devs n' stuff so they don't need to make new art of even more dwarves. Also this lets a tighter bond between the dwarves and molly

cinder swan
#

I don't think you especially need to point out to the developers, they read the suggestions anyway, just if you need a response it would make more sense

idle quartz
#

They used to have a big mech/exo skeleton suit on their posters but that was the old character art ๐Ÿ˜‰

cinder swan
#

Future biomes should not have just characteristics out from the look... of course, there could be exclusive enemies or something like that, but maybe there could be some special callables (things you call down), etc. which you can aquire with an additional new ressource just for those/each biomes. Well, maybe a bit too much for the unique callables and ressources, but things like how fast you mine things, the biome's rock,.. maybe shield regeneration downside or even a full fallout for a set duration because from, idk, radioactivity?

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Or if the shield turns off you might get slowly damage over time until it gets back on

near glacier
#

@short kernel Agreed, 4 classes is enough, just add more gear

grand siren
#

I know the games based on one planet (Hoxxes IV) but more different settings would be cool to keep the scenery from getting stale, for example maybe an icy area or a molten area (maybe nearer the core of the planet) or perhaps a different colour of rock, (though this may be a big faff compared to using whats already available) ๐Ÿ˜„

idle quartz
#

Biomes, already planned, currently Jungle is the most pronounced i think.

sonic sinew
#

@coral hornet

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"THIS SHIT IS USELESS!" -Every Dwarf i the game

lean haven
#

Let's get some crystal enemies

coral hornet
#

@sonic sinew
the suits would be pretty situational, not really something you're ment to just walk about in. many of the things i've mentioned can be tweaked to be better or worse. they could have 85% damage reduction in a 290 degree arc in front of them, a health pool of 1000 health and 250 sheilds, have 2 miniguns with little to no wind up and a magazine size of 1500 instead of 500.
this would make them overpowered as all hell, but an example of how the numbers can be tweaked to make them much stronger, or much weaker.

#

but yeah, it would also give the dwarves plenty of opportunity to complain about DRG's shoddy equipment when the suit starts falling apart as it takes damage.

livid shoal
#

no one suggested yet to add reload animation to revolver? it uses reload animation from standard pistol. so lame.

idle quartz
#

temporary animations nd probably models

coral hornet
#

yah, reload animations are temp for most weapons.

cinder swan
#

@near glacier well, then there are 2 different groups of players, the ones who like variety through unique classes, and the others who already like the classes but just want more equipment choices for them...

#

Of course there will be more equipment for the current and future classes (atleast it's sounds like that if you look on the "1/1" at each equipment currently in the game), but still it might be fun to have more unique classes with their unique equipment and playstyle. I prefer more variety through different and unique classes, but that's atleast my opinion...

livid shoal
#

discord server since new reworked design of discord or whatever happened with app, bring back separate voice channels from text by using "categories"(on mobile app it still looks same)

light parcel
#

Do you sneakily suggest to make Devs a free channel? ๐Ÿ˜„

livid shoal
#

lel there is some trick with settings when you add to category, didn't notice it change a bit
if i would like to suggest such i would do it outloud ^_^

idle quartz
#

I suggested this before but i dont want it to be forgotten.

#

Change the 'Drop Pod's name to just 'Dropper'

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so we can get a "GET TO THA DROPPA" dialogue in the game.

idle quartz
#

Suggestion: A vanity unlock that replaces the barrels of your guns with...actual barrels.

clear parrot
#

I think we need a better map. In a time, where dwarves are dropped from outer space into the mountain, there is a need of a map which shows postions of other dwarves and the escape pod nad perhaps minerals. It has to be zoomable and perhaps more 3d.

clear parrot
#

Upgrade the Driller's drills so that they work in range. Helpful when you want to dig Gold/Nitra in the ceiling.

#

He is the only one whose supportequip needs close range

livid shoal
#

laser-beam-pickaxes!

clear parrot
#

More like acoustic noise

#

I played the driller twice and for me he is a little odd in reaching higher minerals. Ok.. you can dig along a wall nur reaching a ceiling is not easy

livid shoal
#

it shouldn't be ez. git gud.

clear parrot
#

A small panel which shows your team and there shield/health bars. I'm tired of holding TAB. And .. if you mouseover one of your mates he should be highlighted in this panel and/or his nickname should be displayed in your HUD.

coral hornet
#

maybe just make it a toggelable thing in the options menu

lament egret
#

a couple more deployables,
((ideas freely given without copyright or IP requests, just incase someone gets shirty))
maybe a perminant beacon that appears without holding ctrl, so you can mark explored caves, or branch points easily.
A pod that fires 8 zip lines out in the 8 cardinal directions at 45 degrees upward
A short life span shield generator that keeps bugs out of an area
A secondary resource drop point so in exchange for gold you can avoid arguing over where molly should be

clear parrot
#

@lament egret .. oh .. thanks for your ideas .. what about the opportunity to place some kind of glowing arrow-graffities onto the walls to mark ways? Could help in the more complex caves to find the way out.

lament egret
#

๐Ÿ˜ƒ oh yea, a grafitti system would be great!

#

maybe 3-4 symbols to choose from, as a kind of marker system

light parcel
#

Having grafitti and then marking everything with numbers, categorizing everything... "This is cave 5-2" And such... making a ful map... I wanna do this now. it sounds like not too much fun but i wanna just explore now

devout coral
#

whats next categorizing bugs with numbers??//?//??1! everyobdy be sayin stuph like we got a 10/47 movin in from point a we need to rush b cycka

lament egret
#

if thats how people wanna play it then yes, thats next, but it would also be an optional system. Like how tea bagging and being a jerk is optional in competative shooters, lots of people do it, but if you don't want to you can not.

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oh also in out stream me and the other streamers were discussing silly costumes for the M.U.L.E as a joke but then we started getting into the idea of being able to make it look like a wolf, or a meccacrab, or give it a pink bow and call it muffin

devout coral
#

what about a glyphid costume? (these costumes could best be in game thing like upgrades and that you see the costume of the host)

lament egret
#

haha that would be the ultimate troll, a glyphid costum ๐Ÿ˜„ but with goggle eyes

cinder swan
#

Maybe some troll skins for the enemies made by the devs, but nothing more.. I think it would take too long if the enemies get one by one new skins, it can be a matter of performance, etc., too.. Maybe skins for the players as there can be mutlitple times the same class in a team and it kinda gets boring if the others look the same as you... But I don't think it's necessary...

light parcel
#

I want to be able to modify molly before going down to the planet. Liek putting on more light or something cool and needed... And you have like 12 slots or something and you can place everything on as long as it fits (mini flood light is 4 slots or so... you know?)

cinder swan
#

That would be great

#

Or maybe there could even be small robots you can have at the start of a mission, like: A small mobile floodlight, mechanical spider with a floodlight on its back. You can send it to a position and with another button you order where it should aim with the floodlight. Could be helpful if you don't have enough gold to order a floodlight (that lights up a whole area around it) or if you don't have a scout. Those spitters might get pesky if you can't see them from afar and setting the area which should be lighted up might be very helpful. (its floodlight isn't areal and functions like a big flashlight, that's why the commanded aiming is needed)

#

A small spider with a turret on it. It must be sent to a position where it can shoot from and stays there. Low damage, ammo capacity about 100+, reloading takes some seconds, about 10-20 Nitra to restock ammo, its enemy detection radius isn't that big.

#

(accidently deleted, may have forgotten something)

livid shoal
#

I request hard mode with no ui, no flares and generally no light at all except one comes from flashlights (i mean it's not that dark at current state) + unpredictable harsh level generation, not like it's now, too linear at all maps. i want place where i can lost for goddamn..

cinder swan
#

A small shielder mechanical spider that creates a small shield bubble, about two dwarves could fit in it. The power for its shields can be restocked by spending some Nitra, takes several seconds to restock. The shield can be active for a set duration for the Nitra spent, but may be deactivated and reactivated so you don't waste, but the timer goes on of course. In its shield bubble it passively regenerates the player's shield faster it it has went down.

#

Just some ideas, there could be more for that mechanic...

#

but I think an modifyable Molly woul be better.. a small flashlight, maybe variation of turrets that recognizes only specific enemies each so it only shoots them, so it would be very helpful as a driller against those spitters...

grizzled lichen
#

seconding moddable molly. hell an aimable flashlight would already be something, or have it have some AI and point things out with the flashlight alternating the flashlight between the things she sees with cute wall-e like noises. including scrared sounds when the bugs are close!

also: i want a bigger flashlight als an alternate option to spamming flares. i'd totally sacrifice all my flares for a "use the F button to toggle the big light" option. (ofc the big light cant be used alongside anything else, kinda like holding a gem)

rocky oasis
#

What about buying some upgrades on Molly, like... 100 gold => increase move speed ; 100 gold => AoE health projector (1 healthpoint per second) ; 100 gold => projector ; 100 gold => turret (with a limited number of ammo, like 1000) ; but you can t construct every modules and have to choose
Also, we strongly need a 5th dwarf class

PS : for molly, I m talking about ingame consumables upgrades

lapis oracle
#

Also you it would be cool to get turrets on molly that have limited ammo

#

also i have an idea for a clan like thing where there is a diposit box where you can put credits in to that will be used to upgrade things that your clan has such as molly and you could have clan symbols that shows your clan if your ever playing with people outside of your clan and if your not playing within the clan you get a standard molly that you can upgrade with gold unlike the deposit upgraded molly which will have all the upgrades your clan has chosen at the begining of the round

rocky oasis
#

well, i don t think than customing molly outside the game is a good idea imo ; maybe a tool who can make his upgrades stronger (like more ammo, more speed, more health/sec, more range for torch) ; but it would be definitively more fun to harvest to upgrade ingame, and choose to get a cheaper but very good static power up (like actually), or an upgrade less powerfull for more gold on molly, who is movable

also, maybe than clan symbols could be add on the molly of the host and on dwarf's shoulders, u know, Space Marine like

left spoke
#

just because I don't want it to be lost

#

I copy paste one of my old suggestion

#

What if you could upgrade molly to act as a turret ? or with some really useful options like healing or regenerate shield?
I had the ultimate idea for Molly!

Every dwarf could mount on molly a characteristic part of its equipment . Example.

Gunner : He mount its chaingun on molly that will use it as a turret and the dwarf in the meantime will remain only with his pistol ( i don't know 1 min without weapon with cooldown)
Scout : He mount on molly the flare gun that will illuminate a big room by itself and the dwarf will use only rifle ( 2 min of duration )
Engineer : He drop the platform gun and molly will become a platform to go up and down (duration 3 mins) dwarf will have only guns
Driller : molly become a driller for 30 seconds - dwarf will remain only with guns

austere robin
#

@left spoke how would molly know where to drill ?

left spoke
#

BLACK MAGIC

#

I think you could just give a direction and it will drill for DUNNO 5 sec in that direction?

reef nacelle
#

Do the devs still take suggestions for new dwarf ideas?

light parcel
#

just get them out of your system ^^

pulsar willow
#

all suggestions are welcome, but there are no guarantees your ideas will make it in, but the more suggestions, the better (Good well thought out ones of course)

reef nacelle
#

I had an idea for a weapon for any new dwarf. An adrenaline injector of sorts that will last like 120 seconds or so. Makes the player or whoever he injected move twice as fast, including pickaxe speed, reload speed, turret building speed, grappling speed, etc.

#

Would be a good start at designing a more supporty character

#

Another weapon idea, a weapon designed similar the Scout's flaregun, a weapon that shoots out a beacon of sorts that sticks to surfaces. The beacon emits bright flashing lights and an obnoxious sort of sci-fi sound. It attracts any bugs to that area and lasts for 30 seconds but can be upgraded. Monsters like spitballers will shoot at it instead of dwarfs. Mini-bosses like the dreadnaught will ignore it

devout coral
#

someone of importance once said "dont put a distraction on a scout cuz they are too mobile"

deft gate
#

It could be good if, at the end of a mission we could wait less than the required 10 seconds. Like if you have a majority of vote to continue it only last 5 or 3 seconds.

idle quartz
#

I dont like the shields.

#

Vermintide and L4D didnt have shields so you could actually be picked apart. I was playing a scout and just mining on a platform when a swarm came and i just stood on the platform being hit and shooting them because i knew it was no big deal, cuz shields.

#

I propose shields do not protect you from poisons or claws. Or fall damage!

#

Shields would protect you from Ranged attacks. Including friendly fire.

#

And we need more ranged enemies.

reef nacelle
#

Shields are necessary. In the state of the game right now, where the bugs just walked through walls and sneak up on you, it would be a nightmare.. Games like l4d and vermintide have their own balances designs for health

#

Vermintide has an in depth blocking and dodging system

#

Shields are fine as is. I quite enjoy the way you can upgrade it to be poison resistant.

idle quartz
#

Thats armor not shield, and thats engineer. Cant stop bugs from sneaking up on you though, they should. People might start using those health crystals, usually pass a dozen that dont get touched. L4D zombies are faster than glyphids though, same for ratmen, you cant just run away from them but glyphids can generally be kited

clear parrot
#

@idle quartz And we need more ranged enemies

#

i realized that upgrading the armor is different for each class. What about giving each class the same options?

idle quartz
#

its both, they can all get more maximum armor

#

but the options are currently thematic

#

upgrading everything would be a bit strong, i mean if everyone was immune to poison?

clear parrot
#

you can make thematic upgrades cheaper and the others more expensive. About poisenimmunity .. why is this thematic? The engi has no helmet.

idle quartz
#

nobody else has it thats why xD

#

also who knows maybe he'll get poison grenades in the future

devout coral
#

glyphids have immunity to poison due to their living envirenments for example regular toxic grounds this might also be the reason that they develop concentrated poison in their bodys when they mature (see glyphid praetorians) wich is released upon death

idle quartz
#

talking about the player armor

devout coral
#

you were talking bout poison nades

#

they would only effect dwarves scientifically seen

#

plans much future trolling

#

rubs hands

#

calls pod

#

evil laugh

idle quartz
#

pesticides

#

look'em up ;o

devout coral
#

you mean bugspray?

idle quartz
#

hell, they could make an alcohol based bugspray.

#

Something a dwarf is highly resistant to but a bug isnt ๐Ÿ˜„

devout coral
#

bad idea

idle quartz
#

pesticide is more than bugspray, its designed to kill the bugs and not harm anything else.

devout coral
#

the bugspray would constantly be drunk by dwarves if you make it alcohalic

#

gibberish

#

something bout an elf walks in a bar and dies

idle quartz
#

if it was alcohol based it could heal dwarfs and hurt bugs

devout coral
#

so like the crusaders crossbow from tf2 or overwatch ana"s nade

#

wouldnt want that as it would be called ripoff

#

would also be too powerfull when bugs r attacking your teammates

clear parrot
#

Make the Scout able to use his pickaxe while hanging via grabling hook .. should be nice ๐Ÿ˜ƒ

idle quartz
#

nooo thats way too overpowered...

clear parrot
#

mmm? more overpowerd like shooting a zipline?

idle quartz
#

ziplines got ammo

#

scout would be able to basically mine any vein by himself

#

quickly too

#

..What if resources were dumped into molly all at once o.o

clear parrot
#

Then .. give the grabling hook ammo .. problem solved

idle quartz
#

Its an exploration tool not a mining tool

#

Scout can reach places others cant so people, like the Gunner, dont need to waste a zipline on a dead end

light parcel
#

but... Everyone helps the team:
gunner Zipline to an unreachable cliff
engineer Places Plates to get ground where gunner sets a zipline without a natural floor
driller The last hope when not finding the way back to the Escape Pod
scout Fuck you, guys. I am here and there and you can't follow me. And no one will ask for me since i am so useless for the team.

idle quartz
#

lights^

light parcel
#

excuses ;-;

idle quartz
#

The driller offers a cost efficient alternative to ziplines and platforms though

#

in many cases

#

Also he is good for shortcuts!

#

Like, if the driller has fallen behind, he can drill towards where the party is, connecting tunnels

#

much easier retrn trip this way.

light parcel
#

i rarely see a scout effectively using them... when even using them at all.
gunner There are like 3-7 web spitters at the roof but i can not see them
scout "I found some nitra"

idle quartz
#

^ yes please scouts, you dont need to a flare just because its dark x3

#

need for spitters

light parcel
#

well... i meant that i would have liked to see these bastards to be able to hit them... light would be nice

near glacier
#

emoji dialogues is a new meta

light parcel
#

well it works ๐Ÿ˜ƒ

harsh bough
#

mining when using the scouts grappling gun

idle quartz
#

too op

near glacier
#

Yeah

#

Would make him Solo Player material

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And thats not the point of the game

harsh bough
#

ah

#

true

#

nvm

lean haven
#

It'd be horrible with trolls but grappling other players to pull them up might be fun.

#

Although a way around the problem of people being unwillingly pulled while avoiding lessening the effectiveness of the gunner's zipline might be to make it so the other player has to agree to be pulled up

#

That and shorten the distance where pulling is possible, so it only covers maybe half the full length of the grappling hook

#

A possible explanation for why the distance could be shortened could be that the scout weighs less than the other dwarves, and the hook is made to his specifications, idk.

coral hornet
#

if he weighs less, would he not be pulled to them...?

lean haven
#

Anchoring himself

topaz valley
#

Driller could have more space in his inventory to carry more minerals (60 or 80 ?) at the same time. Additionnaly, it could be upgradable at the lobby (maybe for each class ? but more for drillers).

We could have the possibility to deposit minerals in rescue ship if you have some extra time because the mule is not available anymore.

topaz valley
#

May be we should consider a jetpack instead of a grappling hook for the scoot. It should have a tank fuel, a hot bar which is fast to fill up and long to recover. Whenever the hot bar is full it is unable to use until a certain amount (50% ?) so we should take care of the hot bar and the fuel tank to not fall when we are in the air. It could fire the ennemies additionnaly. We could limited the using of weapons and pickaxe when flying as it would require the using of 1 or the 2 hands to manipulate it with a remote control and also because of stability problems (using 1 hand > only pistol, flares and grenades allowed, using 2 hands > nothing allowed).

Or maybe we should consider this for another class ?

Then I have also suggestions to balance the grappling hook. What about we could stay in the air while using it, like a rope ? We could go up or down. The current using should be always available ofc. But we could also consider a sort of resistance timer/bar, like if we stay for a too long time hanged up, the grappling hook break and is not available for a long time or maybe until we can get another one with a supply drop.

What do you think about ?

harsh bough
#

i like it except the scout part

#

we are in caves

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grappling hook is more usufull

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i dont always need to go straight up

idle quartz
#

Boombugs should attach to players !.. But we should be able to kill them to actually stop the blast. Yeah?!

harsh bough
#

damn

#

thats good thou

devout coral
#

that would be single player hell

idle quartz
#

im blushing ๐Ÿ˜—

deft gate
#

@light parcel The scout can access high veins of stuff without a cost or just the plateforms of engineers so if he is not useful...

#

it's all a question of cooperative teammates.

devout coral
#

well git gud or get raped while down by glyphids

light parcel
#

I always see you like "I am safe" And I look up and see you glaplinged to the roof ;-;

devout coral
#

if your grappled to the roof there are many reasons thats the least safe place

#
  1. glyphid often come from above 2. no gunz 3. the only way out is down
harsh bough
#

you just need to move around a bit

#

you can already out run everything if youre good with a grapple

near glacier
#

SUGGESTION: Difficulty increases enemy numbers and DOES NOT affects their damage/durability.

#

most hated thing in games with difficulty or player number multiplier is increasing durability or damage -.-

idle quartz
#

Durability i understand but increasing enemy damage? Who hates that?

#

Baseline damage is pretty low

harsh bough
#

i feel that it should be both to a degree

#

more enemies yes, increase in stats for some

#

big ones

#

sure

#

warriors

#

sure

#

websters and those tiny ones

#

shouldnt be changed

#

numbers for those tiny onese increase but webster kept the same no matter what and neither have a stats change

#

i want to one pick a drone and it not to butcher me unless theres loads of them

#

itll make the mini bosses, bossier, those warriors protecting it harder and better at their job

#

and everything else seems good

#

suicides should have an increase of damage exploading but not health

#

maybe an increase in speed at 5

harsh bough
#

anyone agree?

idle quartz
#

more speed!

near glacier
#

I think that simply increasing numbers make AoE overpowered and thus too easy.

#

No enemy buffs (except damage and numbers) with difficulty increase pls

harsh bough
#

i think it gives more use to aoe weapons

#

i mean

#

the flame thrower and grenade launcher

#

it makes those two alot more viable and considerable to use in different difficulties

#

with it ill probably just end up with scouts and gunners

#

with these changes itll give use to tactics, diversity and consideration for higher difficulties for all classes

#

and youd want one of each ideally

#

and vanguard, as much as id hate the buffs, it is a difficulty spike and two many numbers and no (even a small change) makes it like warhammer 40k eternal crusade and hoardes just become shit

#

and you can say theres lore reasons why theyre harder

#

more radiation or gas which has made them healthier or stronger / some kind of corperate spill drug in the air has made them strong and breed more

#

lower areas they are weak and dwarven miners have been able to keep the population low

#

due to this

#

cos weak

#

also maybe ( just a throw-in crazy idea, later or as an unlockable) a dwarve named karl

#

whos a bit torn up

#

just an idea because of a thrown in line

#

maybe he is a rip on karl pilkinton

#

and complains alot about the little things

reef nacelle
#

Needs to be a latency slot in the servers list

idle quartz
#

an accurate one

harsh bough
#

yes

oblique violet
#
New Class: Prospector

Description: this would be the oldest dwarf with bad hearing, his attitude would be that of an angry grandfather.
his role in the team could be multiple thing ranging from some of the following ideas:
# cave surveyor that maps out the currently explored cave for everyone
# call down supply drops ect for a reduced price using his deep rock life member gold card
# mark multiple things with his scanner at once
# get double value from all resources he deposits
# carry more resources then the average dwarf
# instant revive downed dwarfs from a distance using a special tool
# deploy a mineral scanner that labels and marks all resourses within a certain radius of the scanner
# Sticky flares
# advanced personal flash light
# advanced personal night vision

apart from the ideas above he would be armed with dual pistols/revolvers as hi primary weapon

the function of adding another character would be to help break up the repeditivness of havign the same squads over and over
by sacrificing the abilities of 1 dwarf that might be helpfull in 1 way you can get the ablities of a diffrent dwarf that help in other ways changing how you have to work together as a team

1 way you could say this makes the game better is by expanding the amount of game time needed to max out all the upgrades as a new dwarf introduces more upgrades that need to be purchased.
also new content is always welcomed by people playing games, short of a new map or new enemies or guns a new playable character is one thing that when people hear about they get hyped```
harsh bough
#

sounds too op

#

i like the prospector idea

#

just dialed down a bit

oblique violet
#

not saying all of the ideas

#

i was just listing possible abilities ect

harsh bough
#

aaah

#

yh sounds good

near glacier
#

Hmmm.. Im not a friend of the depositing plus and carry more. It would basically make him the Main Miner

#

But reduced drop cost also sounds weird. Anything that would make a Character the Main choice for something specific shouldnt be in the game

#

Currently,any character can be used for everything

#

Example: Sologame,a resource you want high up at a wall.
Driller: does what his name suggests
Scout: Grapples up
Engi: builds staircase
Gunner: Zipline

oblique violet
#

Anything that would make a Character the Main choice for something specific shouldnt be in the game
if u want platforms you pick engi
if u want to grapple around you pick scout
if you want ziplines you pick gunner
thats exactly how all the current characters work, engi making a staircase is also a bad use of engi as the driller or gunner can and do a better job.
how it reaaly work: some spots something high up, engi puts a platform below it and either the scout grapple up or gunner put up a zipline.
@near glacier you are only thinking along the lines of how said drawf would function by themself when this is a team game and i am thinking along the lines of how it would work in a team

lean haven
#

The multi marking, mineral scanner, and cave surveyor thing have been suggested in the past and would be better applied to all classes as upgrades to the current gear everyone has. Reducing prices of drop pods and doubling mineral values would cause him to be a required meta pick due to the rewards gained by those abilities to a team, invalidating your function paragraph, and with the ability to have more than one of a class on a server, it would possibly cause people to just get together a team of four prospectors to farm credits and experience at a ridiculous rate instead of having a varied team composition.

#

Other things to mention about your list:
Scout already has sticky flares with his flare gun, and instant reviving from a distance really cuts down on the feeling of urgency to help a teammate up that currently makes the game as intense as it is when things go wrong.

oblique violet
#

@lean haven i mean defult sticky flare, scout has a flaregun and also brighter flares, so dose gunner

harsh bough
#

floodlight should be alot brighter/ range is futher for light

#

compared to a scouts flare gun

#

maybe a explosives and pick based dwarve

#

no gun

#

but more damage with the pick

#

and slightly faster mining or something

#

mainly going for a no gun dwarf

short kernel
#

Sounds a lot like the driller

#

I want some kind of setting for language changing and have a language be "The Republic"

#

All it changes is the word credit is replaced with "Republic Credit" or "Republic Dacteric" and it's a 50/50 chance of it being one or the other

harsh bough
#

Support for alienware keyboards

#

like the razo chroma

near glacier
#

You want your kb glow when game is all about dark caves?

#

Maybe make the default hazard level 1? Lots of new players, myself included, seem to start at hazard 3 on the tutorial and get rekt

harsh bough
#

@near glacier

#

yes

#

deep red or something

#

maybe a flicker of yellow when im carrying a bitter jem or jadiz

#

like an ambiant mine

#

something like a fast flowing red and brown for swarm

#

nice blue at the end of the swarm

#

then resumes back

topaz valley
#

May be flares should be the same for Gunner, Driller and Ingineer. I saw that Gunner has blue ones which light more than orange ones and I was a little bit disapointed

near glacier
#

I like that they are different, but yes gunner is best, engineer is worst imo

#

Just enforces team play imo ^^

proud solar
#

so the vlog!
next time answer who the heck is karl! plz

ionic plaza
#

Is there a feature/setting to turn off head bob? Have a friend who gets motion sick from the bobbing

idle quartz
#

while running?

ionic plaza
#

yeah

idle quartz
#

its worse on certain weapons

#

should avoid being gunner maybe

cinder swan
#

Well, another class suggestion by me (with some previous mentioned ones thrown into this class):

#

Mechanoid Class
A class that specifies himself on constructing small bots that attacks enemies or defends himself or teammates.
His main weapon would be a DMR, he would have with it a moderate to high range and moderate damage, attackspeed would be slower.
Instead of a second weapon he has small bots with small firing turrets, crawling like a mechanic spider they walk around the ground and can even walk upside down. The detection range for enemies shouldn't be too big and its attack range is of course smaller. There could be about 1-3 acitve ones and the damage would be needed to be balanced around the limited bots active at the same time (the more at a time the less damage, with 2 bots I think moderate damage, with 3 lower, 4 would be too much). They would have a duration of some minutes and would fall apart after. They patrol the area they are placed in but if you get too far they will start following you. When they are near you they will start patrolling again. These bots would have ammo about 200 if 3 bots or 300 if 2 bots can be active at once. He could have a stock of about 12/15 bots (whether 2 or 3 can be active at once).

#

His second bot would be a flying drone that follows him and passivly patrol around the dwarf when not moving that much. It has an attached submachine gun with low damage and can spot enemies long range with an attached small flashlight. It stays near you while it follows and tries to attack enemies that are near you, it would have a moderate detection range and tries to spot enemies and light the for you, but on longer ranges doesn't shoot. You would be able to send this drone to a teammate instead of you, but it would be slightly worse than if it would be near you because it would be mostlikely further away from you. Around you it has a duration of some minutes, maybe about 5-6min, if you send it to a teammate it gets shortened to about 2min. When the duration reaches zero it falls apart and you would need to build a new one, but even with the bot sent to the teammate only one can be active at once. You won't be able to get it back after you sent it to a teammate. Its magazine would be about 100 and it would have an ammo stock of about 400, it reloads for some seconds. It can be restocked once or twice, it needs some additional seconds than reloading, and after all ammo is used up it just uses its flashlight to help showing enemies. The stock of this bot type could be about 5-7.

#

His third bot is a protective shielder which sends a small aura around it that slightly increases the shield regeneration rate and lets you lose slightly less hp from damage sources. It follows you around but can be set stationary to a desired position and its range and stats would slightly increase then. I don't know how big the range should be when it moves and when its stationary, but as it provides only slightly buffs it could about 10 "Mollys" in a diameter (don't know what measures I could use in the game ^^). Of course only one such bot at a time. It has a duration of about 7-9min, but less stock, about 3-4 only.
His role is kinda building up his bots and attacking enemies or protecting the teammates with them. He would be a passive attacker with bots as they could attack smaller foes around him and he and his teammates could concentrate a more on bigger threats.

I am not that sure about the bots' functions, they could be changed into other or better ones, but I could just have lacked some other ideas.

#
  • not that sure about his name, nothing came into my thoughts :/
serene valve
#

=
Simple navigation tool suggestion; guide posts, carried by all classes as a utility. Provides a persistent, player-named mark, viewed through the tab key like players & Molly through walls and layers. Limited to one to two or three at most per player as an inventory item (restored by supply drops) though not limited on a placement basis. Perhaps varying max capacity between classes; scouts get an extra, gunners maybe have a deficit compared to engineers & drillers.

Usefulness level varies; in smaller maps without many twists & turns, it's just a way to mark cave mouths, naming in sequence 1, 2, 3, so on, to keep from getting turned around in the dark. In larger, multi-route maps, it can be used to greater effect to mark forks; a player might use an alphanumeric system, 1, 2, then 2A & 2B. In huge maps like Green Depths, it can be used to mark landmark chambers in addition to or rather than the innumerable mouths leading into them. A large open space' center, a primary bridge/pillar leading from one end to another, a digsite with leftover supply drop packages, all useful things to mark out by name.

On the meta level, a means to encourage group-level backtracking to escape pods now and again by making it a little more feasible compared to a straight dig by a driller or eventual lone survivor scout grappling his way back if things prove hopeless for the rest, without nerfing either of the latter methods that can prove quite useful, though maybe too useful for people to do more than half the walk back the hard way, and only when it's actually easier than starting straight off with either of the quick & dirty ways.

devout coral
#

my suggestions turn what i notice in the caves is that there are 2 factions dwarves/turrets and glyphids so waht if we would change this and add a third part? or have jelly attack glyphids too cuz i already use cave urchins as defense but it would be nice if a skilled person could heavily use 3rd party enemies to their advantage (btw to anyone if you find cave urchins use them as defense they are amazing one turret in between them destroys lethals swarms)

topaz valley
#

@near glacier This is a non-sens in my opinion. Why members from the Deep Rock Galactic should have different flares (excepted for the scout who has the main role to explore forward) ? Moreover, why is it the gunner who has the better flares than driller or ingineer ?

idle quartz
#

He needs to see to shoot

topaz valley
#

@idle quartz Well that's the Scout job to make ennemies and sourrendings visible

#

Driller needs to see minerals too to mine, no ?

pulsar willow
#

Driller is a blind mole rat

idle quartz
#

scout isnt always available

#

driller has flamethrower for light :V

topaz valley
#

Well this is a teamplay game so it's a non sens haha

pulsar willow
#

When i first started playing I actually used the flame thrower for light XD

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I was just chuffed that it actually cast light onto the environment ๐Ÿ˜„

lean haven
#

In the dwarves' spawn rooms, could we get some posters or something on the walls? Something to make it look lived in? The rooms are a bit too tidy as it is, especially with messages popping up on the boards having to remind them about personal hygiene.

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Maybe a little mess on the floor, a Molly pin up calendar

lapis oracle
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Or beer bottles all over the floor

devout coral
#

not just beer i dmeand a brewery in my appartment!

lean haven
#

The rooms really do need something of a more personal nature in them though. You figure these guys are in the space rig for a long enough period of time it warrants private sleeping quarters, so they would have some sort of personal effects.

vagrant lintel
#

Suggestion: Ability for engineer to flip, turn or freeform-rotate platforms. This would make climbing with platforms a lot easier and building with them a lot more fun. And/or, make vertically flipped platforms twice the size so they can be used to block glyphids from coming through a tunnel.

summer field
#

Suggestion: Double-click icon in character screen to quickly change class

devout coral
#

theres a way of quick charactar switching but i dont know wich button

topaz valley
#

@vagrant lintel I like the idea. The glyphids however should be able to dig in the platforms if they can't find a way to access to us

lean haven
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@devout coral @summer field press c in the rig to pull up the character menu from anywhere

near glacier
#

@devout coral @summer field "c" in the bay

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damn, sniped.

devout coral
#

ty

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and you got sniped hard

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1 minute

#

barely

near glacier
#

was more like a couple seconds at the turnover point I think

lean haven
#

pew pew

summer field
#

@lean haven To change class though is "C", then click new class, then click "Confirm". Slightly faster would be "C" then double-click new class. I don't think there's any keyboard shortcuts that work in the Character menu? Can't tab between classes/enter to Confirm?

lean haven
#

Nope, gotta click currently

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Hotkeys would definitely be nice

near glacier
#

I have a suggestion for how deaths are handled - I understand why there not being a timer is part of the game right now, which I don't particularly like from a pressure/realism standpoint, but perhaps bugs could no longer be attracted to downed dwarves so they don't trigger extra explosions and attention, therefore eliminating the invincibile falled dwarf scenario?

near glacier
#

Id add to that: How about he has like a Timer for when he goes from down to critical condition,which is speed up by the Bugs attacking him.
A fatally wounded dwarf takes longer to revive and doesnt agro the bugs anymore.

near glacier
#

A kick option for a host would be nice you know...

brisk depot
#

*I LOVE THE GAME ALREADY

Here's a couple off the top of my head...Add more game mechanics/mission objectives;

  1. More points if you go deeper, discover new/certain areas...
  2. Add Earthquakes/Tremors
    2a. Add tunnel construction/ supports and lighting to make stronger tunnels
  3. Mine cart/might be interesting
  4. Oxygen depraved/gasious areas that require an oxygen tether to explore a la 'Astroneer'.
  5. Power and pipe laying for exporting water/lava/oil or oil-like substance and feeding power to specail mining equipment.
  6. Testla trooper dwarf. glows and illuminates an antire cavern and can shock bugs with a tesla 'gun'.
cinder swan
#
  1. What do you mean by points?

  2. I think it was already discussed here a bit and some said that it could would be a bit hard to develop and would take alot of performance (new generating stuff/etc.), but not sure.

  3. I don't think it's necessary, more likely something like small mechs but not really something like minecarts...

  4. Might be nice, on some maps are some of those poisonous gas areas and some oxygen equipment would be very helpful to get through unharmed for a set duration of time, maybe 15-30sec or something.

  5. Please be more precise about class suggestions... A class with a tesla weapon was already suggested and something that lights up an entire cave would be too op. By the way, lighting the cave up is the scout's job.

  6. This could be nice for a special mission:
    The dwarves find a lost excavation building and need to reapair and defend it. Special pipes and conveyor belts need to be repaired in order to power and operate the building. Sometimes dwarves need to stay on a position to repair/operate/etc. something and the others need to defend him. There could be some bosses which could have been awoken by that building and you would need to kill them. There might be different scenarios at this special mission, everytime something different could be broken and need to be repaired or different random things could happen. At the end you would get more rewards than normal or even special rewards.

brisk depot
#
  1. XP I guess. At end of mission there are tallies/points/xp used for upgrading gear.
  2. fair enough...i think possible. especially things like falling rocks and screen shake events would be possible.
  3. what if a minecart was used to respawn or bring a medic/medic bot down to heal/revive dwarfs?
  4. could go beyond gas, electrified areas, flooded areas (under water) both=special gear requirements.
  5. Perhaps 'special missions' are like raids or strikes? Going after a big bad whos in the way of a treasure cave or vein of a rare material? I really like ideas like this. Without them, the game is awesome but all too much of the same could get old very fast. I really want this game to do well. It's a lot of fun, but i worry. I also think that more developement in crafting and order requirements would be great. in-mission crafting/upgrades using resources found underground and funds gained etc. ***your special rewards comment - could be a loot/gear drop (faster drill, better pickaxe)
  6. Tesla Dwarf could go in electrified areas mentioned above. Are realatively unaffected/damaged by aliens with shock abilities, more susceptable to another kind? they're lighting abilities could be very great but in short bursts or have long recharge times.
  7. Dive Class - has oxygen rebreather capabilities special underwater drill. A pump of sorts that can drain a room or turn the water into air to open it up to other dwarfs. Water firing weapon that can put out fires and has stronger affect on Lava/fire spiders etc.
brisk depot
#
  1. How about instead of throwing all flares some are those bluish crystals on stakes, like 3' tall stakes that you can place/stab into the ground/wall. can be replenished by collecting the crystals.
near glacier
#

Would be nice if swarms that block you from the pod didn't just spawn and fall right on top of you, but started from the pod and walked towards you?

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Just saw like 30 swarmers/warriors just fall out of the sky on top of us out of nowhere

lean haven
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Bugfetti

idle quartz
#

I think that is already the plan Heavenly

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Gotta make the ending exciting but you also dont want to make it so hard that it feels unfair to play a long game and lose at the end =/

deep briar
#

I played a long game and crashed at the end.

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But then, I can't blame the game. It's in alpha, after all.

cinder swan
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About the Dive Class, I don't think it's necessary as, even if those water areas will get developed, that he can be well used on every map, and not every map would be full of it. And if there will be a map full of water, should only that class be used for it? There could be some water areas, but there shouldn't be a special class for it...

#

And again about the Tesla Class, there was already a class mentioned with that sort of weapon. Well, if those electrified areas could be implemented then that could be his armor resistance upgrade... Well, that class isn't that much based on the Tesla weapon, but it has that weapon... Here is the repost of it (I save the most class suggestions I contributed to, may be a bit different of what the others wrote):

#

reworked class suggestion of it (with the contribution of @coral hornet, thx to @near glacier):

Prospector Class
He helps with searching and detecting ores and enemies and would help out with his small Mule to free space from the Dwarves' inventories.
His main weapon would be a projectile weapon that could pierce some enemies, about three ore more, damage would be moderate.
His secondary weapon would be an tesla-like AoE stun gun. All enemies in front of you get stunned for a set period of time e.g. about 3sec. It would have less damage and a longer reload speed.
His gear would be a Sonar Tower which highlights all ressources after some "pings". It would additionally mark enemies and would highlight them red if they are in line of sight.
Instead of a normal mobility gear he would have a small Mule that he can send around. It would be a mobile small backpack which can be sent to Molly, but it needs to be in line of sight of both, Molly and the Mule. It would have an inventory of about 100 (150 upgraded)(all ressources together, not for each ressource itself) and a work limit of about 400 (500 upgraded), then fall apart after it gets emptied. If it is idle for some time it may start to mine for itself some ressources, but slowly.
As his armor upgrade he can store additional ressources himself, about +60, but not for each ressource, but it's a new max which can be applied to them (e.g. for now it's 40, but you may collect 100 gold; or 60 of each; or 70G, 60M, 50N; etc...).

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Oh wait, just as I copy/paste it he has already a suggested armor upgrade...

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Well, if you think about it, a Class that specifies only on lighting weapons/equipment could be better, but then this class' weapon would seem offplace...

#

How to do another message to split those? I want to post something bigger and it's a nuisance if both is kept together -.-

#

Here is yet another class suggestion:

Tesla Class (How it could look like, name should be reworked)
He specializes on all that has something to do with lighting or electricity.
His main weapon is a tesla-like chain gun that attacks one enemy and gets directed to other enemies nearby. It could hit about 5 enemies and do moderate damage. Not sure about magazine, maybe 30? And reloading could take 2-3sec.
His second weapon would be an Electrified-Orb-Launcher, it charges for about 1sec and fires an electrified orb into a direction on a long range. As it needs to charge and has that range it has high damage, but low magazine of 10, reloading takes about 3-4sec. With that orb it does of course AoE damage, but the main enemy hit with it takes the most damage.
His third weapon is a seemingly worse version of his main weapon, a tesla-like weapon that hits several enemies in front, but this time about 8-10 and every struck enemy gets stunned/paralyzed for about 1-3sec. With this effect it does only low damage, its magazine is about 15-20, reloading takes 2sec. (took the idea from Prospector class)
An idea for his mobility gear is missing, should be something electricity/lightning/tesla related...
His armor upgrade (if some special electrified areas and enemies could be added to the game) would be immunity or less damage from those areas and less damage of those enemies.

peak perch
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I think the fallen dwarves should be able to crawl - really slowly but still. It would make more sense if implemented with non aggro fallen rather than what we've got now. I mean I've seen it used as a genuine tactic - one guy falls and all the others just run around him to aggro the bugs on him the explosive fest.
Back to the point though. Sometimes - as we all know - a dwarf is knocked out in a ridiculous spot. It would be super usefull if he would be able to get to a safe(r) location, albeit slowly. That also gives the fallen something to do with himself while his mates are fending off that swarm. And it would imho make more sense in an RP sense - after all if you're on your knees ou would try to get to safety too. ๐Ÿ˜ƒ

summer field
#

Class specific grenades: napalm for the driller, expanded radius/lower damage (or tighter radius/higher damage?) for the gunner, concussion (knockback) for the scout, poison gas or tangle wire (some kind of persistent damage that spreads the grenade damage over 5-6 seconds?) for the engineer

lean haven
#

Game mode: THE FLOOR IS LAVA!

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Gunners only, on a set map, the floor is literally lava

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maybe scouts too

#

idk

light parcel
#

F*** scouts!

lean haven
#

gasp

light parcel
#

But engineers could work together with zippy guys... Maybe A lava floor level in general.

lean haven
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Also, I feel like I should be able to spam the rock and stone voice line even while downed, since at that time I'm literally hugging rock and stone

light parcel
#

xD

lean haven
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<@&257786783666929665> I feel this is a high priority task that needs to be put on the road map

light parcel
#

EMIDIANTLY

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can't spell emidiantly

lean haven
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immediately!

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lol

light parcel
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:just_right:

#

I need Nitro ;-;

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And more Nitra

coral hornet
#

>>ENGAGING BOOST

deep briar
#

At the moment, if you don't leave your ship at the beginning of a dive, the ship shuts its doors, carries you up, and drops you to your death when it dissapears. Maybe it should do something like teleport you out after the doors close.

lean haven
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I'm thinking a hydraulic wall behind the seats pushes everyone out unceremoniously just before it leaves if anyone is inside

deep briar
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That's a much better idea.

fathom flower
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Idea: The ability to upgrade molly during the mission with mined materials. Some Example upgrades: 2 seats for dwarves, a sentry turret, a short range ore detector (that can get a temporary range boost when juiced with nitra)

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giving the scout 4 beacons that he can place down between his feet, so all his allies can see this beacon's signal from a global range. Mabey even allow the scout the put a custom tag on the beacon signal.

#

those are my idea's so far ๐Ÿ˜„

brisk thunder
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Ancient structures in the large open caves would be very cool

devout coral
#

actually tussy

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in the update thingy where they show all the updates

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they said something about treasure rooms

fathom flower
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oh yeah, a difficulty in wich the fossilized aliens come to life if you pass them, RNG determines wich ones that do ๐Ÿ˜„

brisk thunder
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Wow cant wait ๐Ÿ˜„

idle quartz
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Anyone else want the ability to just stomp bugs, or kill swarmers by jumping on them? They're heavy, the suits are heavy, the bug would squish.

near glacier
#

Ye

near glacier
#

Driller = Jumps on Dreadnaught
Dreadnaught = Ded

idle quartz
#

Drillboots

serene valve
#

Fiddle with Molly's pathfinding and the nature of call-in tunnels (supply drops, etc) so that she absolutely will not use them as a shortcut. She isn't small enough to physically fit in the first place, and in labyrinthine cave generations with a faraway pod, it's a death sentence if you're solo/without a driller. Natural or player made tight tunnels of similar dimension are one thing, but level intersecting vertical tunnels can inexplicably destroy the ability for the player to be guided to the pod if Molly decides to run off through them and there are insufficient landmarks to navigate by to reach it independently. Seeing as levels are randomly generated, this is relatively often.

near glacier
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It's really absurd that I can't dig some 20m in 2 minutes because the game keeps teleporting me back to the start of my cave. It's nonsense and goes against the concept of the game being dwarves digging tunnels and etc. when you can't even dig some tunnels to get to the escape pod. Absolutely must be looked at IMO.

idle quartz
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Think its a bug, sometimes has to do with lag, happened to me today under heavy lag for sure. @serene valve until then, if you have an engineer he can plug the hole with his platform gun and that will stop her, if its sealed tight

near glacier
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no lag in most of the cases where this has happened to me

idle quartz
#

Ever open your map while tunneling?

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That used to be a cause of it too

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and often this wasnt just the player digging but people behind him as well

near glacier
#

hm, I generally don't, because I just follow the pod marker

serene valve
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@idle quartz It was a single player lobby in which I was the host. It's not lag, she just takes the absolute shortest route possible to the pod, which unfortunately includes routes that players cannot use under any circumstances, not merely taking shortcuts over terrain that players can traverse by using their various movement tools but not just by walking.

idle quartz
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the lag was the digging thing, referring to HC's incident

obtuse vigil
#

I think it would make sense if you can burn the webs away with the flamethrower

idle quartz
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Burn allies too !

obtuse vigil
#

thats right :/

light parcel
#

I shoot my co-workers anyways ยฏ_(ใƒ„)_/ยฏ

short kernel
#

A throwable like a pipe bomb that attracts the attention of creatures but doesn't explode?

pulsar willow
#

Could have a pheromone bomb that distracts them for a bit.

near glacier
#

^ So like a p

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damn it Krane

#

Clearly typing in pheromone there =_=

pulsar willow
#

๐Ÿ˜„

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SWOOPED IN WITH THE STEAL

near glacier
#

TT__TT

harsh bough
#

swooping

idle quartz
#

swooping is bad

fathom flower
#

i hope my handwriting is somewhat readable... if not:
this is Molly 2.0 (basically the original but this one can be upgraded with extra gear)

  • a twin-barreled 50cal gatling (holds 300 rounds and needs 100 nitra for an ammo refill) - Price: 45 gold + 15 Nitra
  • a short-range ore detector (scans up to 50m from molly, feeding it 20 gold & nitra boosts the range to 100m for 2 minutes) - Price: 35 gold + 25 nitra
  • 2 extra chairs (so dwarfs can ride molly, even on the ceiling) - Price: 50gold / chair
    -- this would give molly a total of 3 seats (2 chairs + 1 gunner seat) because 1 dwarf needs to guide Molly forward anyway.
#

prices are not-calculated and therefore can be changed to fit the game balanced (same for the ore detector range and costs)

#

lemme know what you guys think

coral hornet
#

the drawing is phenomenal first of all~
i'm just not super sold on upgrades for molly personally, she's a walking minecart, not a fortress. Her role is less as a support and more as a mission objective i feel.
though if we're getting hive assault missions and such, it would be neat to have molly be modified to suit the mission, so in the classic mining missions we get a basic molly package (like now) and for assault missions we get something more akin to a small spider tank, like the above.

i'm also not sure how well riding molly would work given she's a little... odd... at times, walking along the walls and such would make it a right pain to aim and shoot from her. She already has the spotlight as a part of her standard set up, but giving her a small gun, just something like a weaker version of the engineer's turret would be pretty neat.

fathom flower
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i can completely agree on not-turning molly into a fortress, which is not the general idea, the idea of placing chairs on molly is because sometimes it happens that some get seperated from each other and it might be hard to explain where to go in the dark, this is where you can just call molly, sit on her and have her called back (she'll just bring you). and to further deconstruct the idea of turning molly into a fortress, there is only 1 gun on it that is comparable to the gunner's minigun and the ammo is still limited + requires Nitra to keep operational and on top of that, the gunner's seat does not make you invincible, nor can the gun be taken off molly and carried. So if you get overwhelmed, you'll still go down and molly will leave you behind if someone moves her at that point.

#

PS: thank you for the constructive critisism ๐Ÿ˜ƒ

#

oh and i marked the spotlight to show wich side is the front ๐Ÿ˜›

coral hornet
#

i sort of have the feeling that having the dwarves get split up and seperated is part of the design. Allowing the players to just hop onto molly and catch a ride over to their friends might make it too easy or completely negate the whole getting seperated part of caving.
The gunner's minigun is in my experience pretty powerful, and having another player be able to use it would make the gunner less viable as a class (and as far as i know, Gunner isn't the most popular class as is, and giving someone like the scout the chance to use the gunner's name sake would make the gunner sad and lonely.)
The limited ammo is a nice idea, but i can already imagine myself accidentally shoving 100 nitra down the wrong chute so i can't call the supply drop i desperatly need, but hey, the miningun is working again. Having it be a slowly recharging thing i feel might be better, because then it's either situational (large battery, low recharge) or something passive that helps out in a pinch or just mops up any spare maggots/swarmlings.

The ore detector is a nice touch. Maybe have it be on a 60-90 sec cooldown and let it be activatable via holding the call molly key instead of having it be a upgrade? though if that's to be the case, then it's probably better to have it be something more akin to a large radar-ping covering a larger area. Though it could also be made a constantly active but very short-ranged thing.

idle quartz
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I can agree with a manual turret on molly with limited ammo

deep briar
#

I suppose an ore detector would make it much easier to find gems, as well.

idle quartz
#

I think something that just gives you a general direction of Morkite would be useful

modern stone
#

I think an upgradable spotlight would be great, but I don't see the point of an ore detector as the ores are already on the surface

coral hornet
#

an ore detector that points in the general direction of the nearest morkite deposit is a nice idea. Mostly because it avoids you having to backtrack and search a huge cavenetwork for the last 10 bits out of that 1000 haul.

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as for the turret i still feel that either a weak automated sentry/point defence gun or a slowly recharging turret that could be used in emergency situations would be nice.
mostly because i can see how easy it would be to accidentally load up 100 nitra for turret ammo instead of for a supply drop. Plus a turret is very much a multiplayer thing and would be more of a hassel/useless for people playing solo.

idle quartz
#

might be something they do for solo players

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giving molly some utility to ease the burden

woeful peak
#

@fathom flower Your hand writing is beautiful

harsh bough
#

agreed

solid dune
#

The little drawing of the dwarves is so cute

idle quartz
#

at first i thought it was to scale.

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giant mecha molly

amber finch
#

This has probably been discussed before, but I'll suggest it anyway, just in case it hasn't
Could we get some kind of despawn timer for used flares, was in a big cave earlier and it got very laggy, either due to lighting from floodlights, or from the hundreds of flares littering the ground

idle quartz
#

tricky, a lot of people like the flares as a sort of bread crumb to follow back up the caves

#

Maybe an option to personally disable them if its a problem

modern stone
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Maybe despawn them if the density of flares in a area is really high

amber finch
#

^^

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What I was about to say, just couldn't get the wording right

regal echo
#

like "don't allow more than 3 flares per square polygon"

idle quartz
#

sometimes i pile them up to mark things x3

near glacier
#

Exploding bugs need to stop spawning right on top of you when you are digging for a gem. It's bull.

coral hornet
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makes getting the gem easier tho

modern stone
#

spawns a dreadnaught instead of a suicider

coral hornet
#

o ^o
mean

devout coral
#

im not trapped with a dreadnaught mining a gem HE IS TRAPPED IN HERE WITH ME!!

split lotus
#

Mechanical Beard Shields. That is the future.

near glacier
#

Indeed

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Asteroid Mining

#

@devout coral TF2 reference?

devout coral
#

yes tf2 refernce but also from a movie

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amazing line

near glacier
#

SCOOT SCOOT SCOOT

lean haven
#

Watchmen

near glacier
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Allow the jukebox to play music from your HD!

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Or maybe soundcloud/dropbox/something.

idle quartz
#

oh whoa we got two suggestion channels <<

cinder swan
#

@fathom flower (TL;DR to others: maybe just skip this as it really is a long comment to his suggestion)
About the "Molly 2.0":
Sure, it could be a great addition to the game. Many (including myself) had already ideas for an upgradeable Molly, but you should be careful, too.
Let's talk in steps..

First, the floodlight, this would be a great addition if Molly could have something built on "her" like that, but think a bit more about that. With the drawing in mind, the floodlight should be able to rotate somehow or else Molly would move too much if the floodlight's direction (Molly's front) is redirected too often. As said above, it should be something rotateable so that Molly can stay at a position and you still would be able to redirect the floodlight.

#

Second, about the ore detector. It would be another great addition, but maybe there should be a bit more thoughts about the game. One of my thoughts is whether it should be a device for Molly or it could be basic/special equipment for the dwarves.
Could you be able to order Molly to use the ore detector to search for the nearest Morkite in order to be able to finish the mission and not to search for it like forever?
Maybe just a device attached to Molly which marks the nearest ores or specified ore (e.g. Morkite) in whether ticks (automatically activating after each X seconds) or in a useable manner with cooldowns?
Or useable equipment for dwarves that has the same use as above with cooldowns?

And Third, the manable turret and seats. Just as I read your idea I came up with the problem of the enemy's pathfinding and how the dwarves would be sitting on Molly, and another one:

#

-The problem about the pathfinding: If a dwarf sits on Molly it makes sense that the ranged enemies wouldn't have a problem there, they would just normally attack the dwarves. But think about the melee ones (the most enemies). With the drawing in mind, the melee enemies shouldn't have many problems with reaching the dwarves who are just using the seats, maybe just if Molly keeps moving, but if you think about the one which uses the turret, they would need to get on Molly in order to reach him, which could be a nightmare in pathfinding. I think the enemies at the moment can only move on terrain, which makes of course sense. But if they would need to be able to walk on Molly, a moveable thing, it would be a nightmare for pathfinding and development (allow many bugs and glitches...).
But let's finally move to the other problem,
-the problem about the turret and the seats: First a question about it, is it rotateable in an angle or fully? If fully and a dwarf sits at the turret, it would be a nightmare if he forcefully keeps spinning around if he aims around, which might sound hilarious, but wouldn't make realisitc sense. On the drawing isn't much to see, but as drawn there isn't any seat for it, but you still mentioned one. If the rotation base is under the turret, it may be the case I just mentioned, but the rotation base should be the seat, so it would look less hilarious and more realistic, but in order to make it way more realistic it should have some limitations about rotation speed, etc...
If it is just rotateable in an angle, it wouldn't have many problems, but one would include again the thing, if it isn't in the turret's angle, you would need to always keep Molly moving around,....

#

But how about just ignoring the things I just said about the turret and make a sentry instead? It wouldn't have ANY pathfinding problems as the enemies wouldn't even try to attack it. It may be a danger, but as it isn't a living being they don't have any interest in it. In addition there wouldn't be such cases that a dwarf keeps rotating the turret if it is fully rotateable. It might be more powerful as no dwarf needs to operate it, but still you would need to spend ressources in order to power it, etc.
(edit: forgot to write: )
And finally the other problem from my thoughts,
-the one with the seats: With the drawing in mind, two dwarves could use a seat on Molly, one on each side of Molly. But this way you should keep in mind that the box (don't know a word for it, similar to hitbox, but more related to to way of "space needed to get throught a tunnel, etc.) will get larger with dwarves sitting on the seats, may it be wider or higher (the one sitting at the turret). There might be mostly enough space but if you need to get through a selfmade tunnel Molly would consider it inpassable and she might not find any way to the escape pod. This just now was an example that thought... (edit end)

After writing way more than even I expected, upgrades for Molly would be awesome, but you should think throughfully about those you suggest and if there might be better ideas instead.

cinder swan
#

This may be the biggest post I made so far in this suggestion discussion xD

idle quartz
#

I think the themes of survival and co-op are the best and should be maintaned, survival in this case often comes from limited resources, everything being finite (used to be finite flares, could change in the future) I think turret molly could work if molly was stationary for the whole duration and had to be on the ground

#

I think a more likely approach will be a Flood light call down that could be directed with a laser pointer or something.

cinder swan
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Yeah, I think I wrote something similar already about the floodlight, about haveing some type of floodlight, mounted or a call down, which could be directable, so it wouldn't need to light a whole area but be able to have maybe further range. A Driller, like me, could really use such a thing to spot those pesky spitters on the ceilings and walls, because on bigger maps there is almost no way of spotting them without a floodlight or a scout, but even they have limitations...

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And about the turret, I would rather think, as I said, to the idea of a sentry rather than a manable turret, it would make playing and mostly development much easier...

idle quartz
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you can see them in the dark, they're a little more reflective than warriors

cinder swan
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Well, maybe I haven't paid that much attention, but still such a floodlight would be very helpful..

lean haven
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Mini suicide Molly's you can remote control in first person but lock down your character model

idle quartz
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i could never blow up a mini molly

lean haven
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But think of the fun of using a mini Molly to sneak up on a cave leech on the cieling and blowing it up

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Or even if they weren't mini kamikaze Molly's, but scouting/mining drone Molly's. You could spend credits/gold at molly to purchase one for use and it would pop out of her like a baby.

#

Then you guide it up to some pesky mineral or something on the roof, and blow it up to make the resources drop down

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Maybe even have a new mineral that can only be used on Molly for fabrication purposes. Zinc or something.

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And you use this material along with some gold to create the mini Mollys

regal echo
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#savemolly

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And your idea sounds rather similar to the Loot Bug Tamer in the forums @lean haven

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Speaking of which, I saw a lot of class suggestions, are any confirmed to be at least in attempt to implement? Or was at least accepted as a future plan? <@&257786783666929665>

light parcel
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I hope they concider removing "hardcoded" classes and you will be able to equip what you want

regal echo
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That sounds more possible like a gamemode than a change to the whole game

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Or maybe they add different weapons but all to a similar purpose, like a smaller platform gun that has more ammo, or a power drill that isntead charges forward and destroys a lot of ground

light parcel
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or lets compact this idea to: Modifying weaponry (reminds me of the Tool modules of Astroneer)

modern stone
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or maybe something like payday 2's weapon nod system

regal echo
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Oralekin TF2 system eorks better I think, like scout primaries are all scatterguns, but each works in a situation, all of heavy primaries are miniguns and so on

fathom flower
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ok , first of all, Hello everyone! it's been a few days for me and so i've noticed on the suggestions board here ๐Ÿ˜› THANK YOU ALL for the wonderfull opinions and feedback of wich I fully understand all of them so let me dive straight into this.
First of all the marker i've set on the drawing says "Spotlight" not "floodlight" and is there just to show the front of Molly (since the spotlight is already there on Molly 1.0) (<== yes i'll call her that for clearifying the difference between wich i'm talking about)

Next up the ore detector: I haven't really considdered having the ore detector as a piece of equipment that can be carried with the dwarfs or even as something that could be called down like a supply drop sounds even better than as an upgrade on Molly 2.0

Then about the seats (gunner's included)
I was thinking of starting every mission off with a Molly 1.0 and you would buy the upgrades during the duration of the mission (like u press 5 for calling down drop pods, you can also buy Molly Upgrades here (it would show in the title of what you're buying eg. "Molly Upgrade: Passenger Seat - Left") and when the purchase is done molly would get the order from cozy-job-guy to upgrade itself ("Deep Rock could seriously invest in some better eqwuipment" ๐Ÿ˜‰ ) These seats will be closed when molly sits down and the deposit-hatches open (since they're folding chairs).
As for the gunner's seat, yeah i admit i didn't think about the melee reaching up there... That's why i think if we force the gun to aim backwards only (90ยฐ total rotation possibilty) and at the same height as the other seats, it would fix the current problem.

I see many people are a fan of having a sentry instead of a gunnerseat, so yeh, why not put both as a choice upgrade? or just both.

What do you all think?

regal echo
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Since everyone chose a sentry instead of a gunner seat why not just put the sentry? It could maybe be upgraded via the gunner class, he may interact with the sentry to reload and repair using minerals he is currently carrying maybe

fathom flower
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why limit this to gunner only?

#

gunner class* or do you mean the dwarf currently on the seat?

lean haven
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@regal echo I was initially thinking of them being something kind of like the nikita missile from MGS, but grounded instead of airborne. Figured a tiny Molly would be fun to drive around.

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@modern stone got me thinking on this with his suggestion of a control room class:

What if instead of a control room "class" that can watch people, there was a spectator mode that put people in mission control viewing a few monitors that pulled feeds from the different player perspectives and Molly?

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And if not doable for those in-game for whatever reason, could we get it as something animated in mission control once the space rig is finished?

Not necessarily the control operator himself, but some mock video feeds on a surveillance station.

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Possibly even some voice lines from the dwarves to occasionally be played upon their walking in and seeing the station, like them grumbling "Lazy bastards always watching us..."

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Maybe an out to lunch sign sitting on the console.

lean haven
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I'm thinking something that looks kind of like this

coral hornet
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So I just had a really weird idea for a storyline/plot for DRG. This is still a rough sort of sketch of the idea, so I might refine/alter it, but I though it was neat enough to share with you guys!

#

crystals found deep underground can store vast amounts of data and function as computer processors while being very very small.
The crystals are alive though and they start to fight back against the dwarves who are stealing/mining/kidnapping them. At first they just zap/hit when you get close but soon they attach themselves to the glyphids like the zombie-bug fungus only itโ€™s a crystal and instead of going off to spread spores, it organizes and guides the glyphids to attack the dwarves.
In the process the glyphids are uplifted from simple alien critters to advanced biological life forms with deadly crystalline/biological weapons.
As a deeper understanding of the crystals is gain, DRG realizes that the core of the planet is made of this crystal, which is as lucrative as it is deadly.

modern stone
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but what about the morkite? (I'm guessing you mean the green and yellow crystals by "crystals")

coral hornet
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Morkite would just be a rare-ish industrial mineral DRG was mining when they found the crystals. Not really anything special about it.
or if people really want it to be something special, then it could be the decomposed/condensed remains of the crystalline life forms.
I didnโ€™t really have any specific crystals in mind when I thought up the idea. I just thought that the gems, crystals and such are super pretty and itโ€™s sort of a shame itโ€™s just a set-piece like cobwebs and stalagmites.

devout coral
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your story sounds a bit too sci fi for a industrial based set

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we should probably keep the glyphids on unknow lifeforms category

modern stone
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I think we are trying to find morkite bcs it's a rare material and there's a lot in this planet but when we went down we were attacked by some insect looking creatures we call glyphids

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the crystals that grow inside the caves are useless, according to the voice lines anyways

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idk about the green and yellow crystals tho

fathom flower
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those small little green and yellow crystals indicate the presence of a large gem behind it in the wall (just dig into it and turn off your flashlight with T) dig to the glow that comes out of the wall

coral hornet
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yah yah

modern stone
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(I meant I don't have an idea about their backstory)

lean haven
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sentient barrels controlling everything from the shadows

devout coral
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i say cozy job guy is a puppet for the barrels

deep briar
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I say barrels are puppets for the barrels.

devout coral
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damn barrels taking over our dwarf fort spacemen with teheir redness

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we need blue barrels to fight the red ones

deep briar
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We need the ability to carry barrels. I just spent several years pushing a barrel to the platforms above the ship.

devout coral
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the ship has a engine on top we need to throw the barrels in the fire pit down below like that movie lord of the g-strings

fathom flower
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if only, if we threw the barrels below the rocket, they should appear at the beginning of the mission (fall out of the hole that the drill dug or smthn

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drag em along as the mission mascot

devout coral
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we already have molly

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we need cheerleader outfit for molly

fathom flower
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molly ain't a mascot if all the dwarves are complaining about her

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pink pon-pon's on every leg

spiral ether
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I had an idea which alot of other people had thought about before me as well and was brought up frequently by players which is about the huge critters and smaller ones that are turned to stone. What if rarely some of the bigger ones was actualy alive and if you approached it there would be a chance it burst out of the stone and started chasing you? I saw one that was enourmous with a big long back which could have been awesome for a boss that could be spawned in certain big open cave systems on harder difficulties, the boss could even have a small indication that its alive so Dwarves could choose to try and avoid the conflict or go head on. Just a suggestion that would be cool in my opinion

idle quartz
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living terran enemies would be quite the milestone, then we could have gold golems and stuff ๐Ÿ˜› things you break apart with the pickaxe

deep briar
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Maybe the big fossils could have a chance to have minerals or gems inside, but there's also a chance that mining it would "wake it up" and you would have to kill it to get the minerals/gems.

spiral ether
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And these minerals and Gems might even have given these that wake up special abilities because of the mineral they.... absorbed? or pheraps the mineral grew inside of them because they where stationary for so long? So the one with a Bittergem might have an area of effect which could be a bitter gas or something bitter related?

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Throwing out ideas ๐Ÿ˜„

idle quartz
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i still want a change to supply drops. One per person maybe, that way we could kind of customize them visually. They would be locked by default so others cant steal your stuff but you could unlock them to share.

near glacier
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Or have a unit that can resuscitate decalcify whatever those stone things and have it be part of swarms ^^ like a healer

cinder swan
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@fathom flower and others: Sorry if my english is not perfect, it might happen that I sometimes forget words or switch/mix something up, like the thing between floodlight and spotlight. I actually meant the spotlight but was using another word that just created misunderstandings...

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@regal echo The developers pinned a roadmap in this channel where you can see what is planned. An additional class is just a low priority thing at the moment. And besides, I think about 6 or 7 class suggestions came just from me xD

grand siren
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(may have already been suggested but) I'd love to see some seasonal skins (maybe just a colour swap) and or Hub world, like they'd have a small tree in the corner, with scraps or something hanging off it. ๐Ÿ˜„

idle quartz
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"tree" ?

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it would be a rock.

barren fjord
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How about a petrified tree?

idle quartz
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petrified rock?

barren fjord
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I mean... it IS a rock, but it used to be a tree.

deep briar
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What about a rock?

idle quartz
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I'd be okay with a decorated rock

lean haven
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Seasonal stones, decorated with glyphid heads and painted with their blood.

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You know. Keep it fun for the kids

short kernel
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the stone should be topped with a glowing jelly swarmer on top

devout coral
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trees are for E L V E S

deep briar
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Rocks are for R E A L D W A R V E S .

lean haven
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What about maple trees though

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Delicious syrup for manly lumberjack pancakes, and wood for your fire and smoking your bacon

devout coral
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R O C K A N D S T O N E

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T O T H E B O N E

grand siren
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with all this talk of festive stones, does this mean they carve rocks for halloween? ๐Ÿ˜„

lean haven
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Exactly

grand siren
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Some kind of arcade machine in the lobby area would be cool (maybe in the bar), which would probably play some sorta downgraded side scrolling DRG (or minigame) and you would achieve or collect tokens in it, which you could put towards something.. maybe something for your in game room or maybe a sticker for you suit (something small but cool)

lean haven
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1Tater - 09/04/2017
I'd like a rec room in the space rig, maybe even in the abyss bar with playable digging themed arcade machines. Like a deep rock galactic themed dig dug
Glyphid pin ball
Molly themed air hockey, etc

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since we can't quote people on discord

light parcel
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there are selfbots for it

near glacier
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How about an RPG? That way if the mission starts while you're in the arcade room, they can just savestate and you can keep playing for like 10 minutes at a time in between dives or whatnot.

idle quartz
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ala Space Quest !

snow bridge
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A space dwarf's quest for a glorious beard

idle quartz
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and oatmail raisin cookies.

snow bridge
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those too

near glacier
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An arcade for in between jumps where you win tokens that can be exchanged for Vanity Items. How about that?

near glacier
idle quartz
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For motherlode i think the epic music should start with the 2 minute countdown, not when the drop pod arrives

dense idol
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Yeah, agreeed

topaz valley
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Minor suggestion here but it would be great to switch from qwerty to azerty controls for more comfort

light parcel
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azerty? ;-;

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i know quertz, but azerty?

topaz valley
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French keyboard disposition

light parcel
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that sounds like a mess

topaz valley
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This setting is in every international games so we don't need to switch manually in windows from azerty to qwerty

light parcel
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i need to google this... is it just a/q and z/y which are switched?

idle quartz
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qwerty is standard in america i think

topaz valley
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Yup and many other things like special caracteres

light parcel
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a/q/w/y/x are totally messed up...

topaz valley
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We can do รฉ รจ ร  รง things like that

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: too

light parcel
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so they don't play with wasd, they have zqsd

topaz valley
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Exactely

light parcel
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And I thought german keyboard is annoying

topaz valley
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๐Ÿ˜‚

light parcel
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but we only have Y and Z switched (for whatever reason)

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What is wrong with you guys? xD

topaz valley
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m and , and ; are switched too

light parcel
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quits

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comes back

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NO

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goes away again

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slams door for dramatic effect

topaz valley
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hearing some plats breaking on the ground

torpid galleon
idle quartz
#

why

torpid galleon
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That's a point

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Make it impossible to leave?

light parcel
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"Uh, I just went in this great game. let's get outa here asap" ~@torpid galleon probably

short kernel
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what is the point in different standardized keyboards? besides the use of different characters such as those with accents ect

topaz valley
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@Andramatis#3558 Because of the fact that some languages use different symboles with things like accents on letters. Instead of learning the "Alt + x" code (x being a number) for every symboles you use commonly in your language, you just need to simply type it from key. It simplifies the word processing.

short kernel
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Alright fair enough

iron mulch
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In the e-mail, would you mind telling me how to download the game? ๐Ÿ˜… Having some trouble

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Apparently I didn't get a key, although the e-mail told me I'm one of the randomly selected people :(

dense idol
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Its most likely in your spam somewhere, but if not give us your email and we will find your keys

iron mulch
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It was far, far down my e-mail :s I asked one of you guys for help and the problem is fixed :) thanks!

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Sucks that I missed months of playing, though

idle quartz
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Let us look at other servers, even when hosting our own

dense idol
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I know it sounds stupid, but I think steam or unreal does not allow it once you are hosting

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There is probably a way around it

idle quartz
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Someone had a good idea, broadcasting all servers on a big menu like at an airport with flights

lean haven
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<--

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๐Ÿ˜€

idle quartz
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forgot who though

lean haven
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I'm happy it got remembered at all :)

idle quartz
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i guess i could use the search feature

lean haven
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I just want quoting to be a native feature already

urban verge
#

โˆ™_โˆ™

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alt + 78585

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โˆ™_โˆ™

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my favorite now

lean haven
#

<(^-^<)
<(^-^)>
(>^-^)>

devout coral
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the server WTC crashed due to a griefer spamming explosives

idle quartz
#

what?

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like, you can chain react explosive plants in giant number without issues

devout coral
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but it dont jappen at the same time

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a plant can only explod juance

idle quartz
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ive personally set off 80 detpacks at once

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noway this guy intentionally crashed the game with bombs ๐Ÿ˜›

amber finch
#

So far the only thing that's managed to crash me is towering 15 suply drops, topped with floodlights and turrents, then having a dreadnaught spawn on us

grizzled lichen
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allow the scout to grapling hook fallen gems to him

idle quartz
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I kind of wish for that, but on the other hand Motherlode would only take about 25 seconds to beat ๐Ÿ˜›

idle quartz
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reminder! Glyphid Bomber is dumb and still needs changed ๐Ÿ˜ฆ its almost counter intuitive to shoot this thing... If you see it coming for an ally and you shoot it, ally might walk into blast

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if you let it run.. it'll get right infront of ally, start build up and ally can walk away safe

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happens much. Needs to be able to detonate while moving

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but needs to die, with no explosion, if killed.

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also means we cant insta-gib spawns of enemies because Exploders were in them.

light parcel
#

Suicider is a nice addition to the game. You can use them as a small explosion to kill a lot of bugs. Very nice when they just spawned in.

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Also he really can become a problem when you dug a straight tunnel to get to an alien egg. So you better have a way out or a guard or something. Maybe even a turret

idle quartz
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nice for you, bad for enemy, a whole wave can be wiped out in 2 pistol shots >: (

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well see with my way

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you could kill them without them blowing you up if you dps them down

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OR.. you could just trigger their detonation by hurting them only a little

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but they'll keep running until they explode

light parcel
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imagines a Creeper in Minecraft doing this that sounds unfair

idle quartz
#

they have like 15hp drong ๐Ÿ˜›

light parcel
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If they really surprised you, they don't have to move, if you are standing with your backt or the wall, they f u up

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15 HP in What difficulty?

idle quartz
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even on higher difficult with 4 players, their hp is so small it barely scales, so they can be killed in 2-3 bullets from almost anything