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Original post by Diodor
I'd like an on-ship ecology sub-game. Sophisticated planet ecology is wasted I think if it is only used to offer targets for a 2d rover to shoot at or run from.
This is interesting but doesn't it have the problem of forcing players to shuttle back and forth with only one animal type and supporting food? That is, if you wanted to grab 1 bear, 1 wolf, 3 sheep and 10 rabbits, you'd have to first transport bears and sheep, wolves and rabbits, then sheep and rabbits. Is this a good thing?
You could make this work if you had separate cargo holds and upgrades to your terrain vehicle, turning it from a rover to a huge thing like the Star Wars Jawa sand crawler with multiple compartments. There might even need to be gameplay involving skill levels of animal handlers for safe transport.
One logical problem would be why the animals can't be put into cryostorage, but maybe you could say it's a dangerous business requiring close knowledge of the alien biology, which of course you wouldn't have.
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The goal for the player would be to create self sustaining ecosystems that he doesn't need to bother with anymore.
I wonder if this makes more sense as a sort of "animal farm" on the planet, though. Cargo storage (or portable habitats affixed to the ship) should experience turnover, which means you wouldn't really be able to fire and forget.
I was thinking maybe your task is to get enough food to get a prize creature type back home, which might even have you making side stops looking for suitable prey. Problem with that, though, is that if you fail the scavenger hunt suddenly sucks unless you'd somehow planned out your route ahead of time.
It's still a dynamic with potential, though. I like that this has far more potential than just creature combat, as well, especially the complications and potential mayhem of escape.