I don't really care much for survival elements in these games, they can just up the difficulty with more and harder enemies, ie. the FPS element.
If what you want is a simple FPS, then you are literally the cancer that is devouring gaming. More enemy types would be appreciated, but simply having more of them and have them have higher numbers bloat would change literally nothing. It's like just wanting another Phantom, just with more HP and that does more damage. Utter shit.
To implement all of your suggestions you'd have to revamp the inventory with a weight system to prevent hoarding.
What? No, there's already a limitation in the size of the inventory, and you recycle the vast majority of everything anyway; and those Materials stacks can literally hold up to 10 000. Nothing I said would encourage hoarding; it would make hoarding practically impossible, as opposed to now, where you'll hoard not even as a choice, but because it's unavoidable. A lot of things have absolutely no value, including food and medkits.
That said, I wouldn't mind a weight system at all, but it wasn't relevant as to what I wanted to achieve with the suggested ideas.
What would food or O_2 consumption mean if I can stack 100s of food?
This makes no sense and raises so many questions.
- Why do you think the game has O_2 consumption?
- Why would you stack 100s of food when food would restore very little health?
- Why wouldn't you convert most food into materials for things you'd actually need, like medkits, ammo, anti-rads or similar?
- Why do you think you'll be able to stack 100s of food?
- Where would you even find 100s of food of the same type to stack?
- Why would you waste inventory for all these different kinds of food?
Even currently, practically all food gets recycled, and it's less because of the Materials extracted and more because you need the inventory space. In the extent that food is hoarded provided you still haven't recycled it or eaten it because you need the space, it is only used to casually top off your health pool. It has little to no value. What I suggest would actually make it valuable as general materials extraction/scrounging.
Also, again, I wouldn't
mind having an O_2 system, but depending on how it works it could absolutely cause issues in certain sections of the game, so the considerations are completely different to what I was talking about.
It'd also encourage backtracking to a central stash so you never throw anything away, personally CBA for that.
Why? Why would you waste resources and time backtracking to never throw anything away? It makes no sense. Nevermind that the game
already encourages you to never throw anything away until you run out of space and either consume or recycle it. Why would you consume even more resources in backtracking for the purpose of hoarding if resources were more valuable? Why would you even want to fucking hoard to begin with?
You shouldn't even be able to.
Since all those items are finite you're also effectively setting up a soft time limit, meaning you are punished for every step in a non-optimal direction.
You just talked about the changes
encouraging wasting time and resources, and now you say that it would
punish you for wasting time and resources. You can't have it both ways. Nevermind that resources are
already limited and materials finite (other than from respawning enemies), and that there would be infinite licenses. Also, you're literally complaining that people would be "punished" for sucking.
Well no shit.
If you suck
so much that you end up consuming
all free materials, recycle and use
all available licenses, spend
more resources than you gain when fighting respawning enemies because you're running around the station aimlessly, and would manage to avoid all the infinite licenses, then you
deserve to be standing there with the wrench and have to sneak and avoid confrontations until you recover. This is scarcely different from now, and if you don't care at all about these things and just want to killy-killy shoot-shoot, you might just as well cheat and be done with it.
What I propose I propose in order to incentivize and reinforce the aspects of the game that are already pre-existing, based on what it seemingly want to achieve but falls short of, resulting in game features that are unengaging and making you wonder why they exist. If you don't appreciate those aspects of the game at all, if you don't want to be rewarded for discovering valuable materials and if you don't want resources to matter,
why even bother?
There will be mods to add that for sure though.
Unlikely. The "mods will fix it" mentality is cancerous, and it is uncommon that game features are actually added and balanced appropriately, because it often requires access to tools that are simply not available. While most of my suggestions seem like they would be rather easy to add, it
would require playtesting, adding or changing certain areas, and going through almost the entirety of the game for the purpose of placements. Notably, licenses/unlimited licenses as well as major materials hauls would have to be (re-)considered, as to create a meta-resource pacing. AI behaviour and enemy numbers (and likely placement) would also have to be tweaked. What events results in what injuries would also have to be considered, as well as the pacing of survival features (food/drink).
It's not something you could reasonably expect from a mod, especially nothing polished that would fit seamlessly with the game.
You can't save people from themselves.
I thought faucets where a one-off thing, when I realised they have a 5sec timer I just knew there would be some degenerate out there sitting and drinking from faucets.
Bitch, you
just complained about incentivizing hoarding and backtracking on far shakier (nonsensical, frankly) grounds. The point is that there's
no reason for the 1hp/drink to even exist; it's far too little far too slow to even matter, and if you desperately need healing, it's a degenerate chore. All it does is reward something that practically no-one is going to find entertaining, and as people and gamers, we're practically hardwired for success and attempts at optimization whether we actually enjoy the behaviour ourselves or not.
Games that forces you to artificially hamper yourself and limit yourself outside of the intentions and presented options of the game are deeply flawed, because this isn't implied to be normal or reasonable within the game itself. This is incredibly minor, but with a further emphasis on the value of your existing health-pool and the regeneration of said health-pool, the incentive to engage in this behaviour increases, and since there's no logical or mechanical reason for faucet-healing to exist, it is easier to simply cut it and avoid the issue whatsoever. Cutting this would only be detrimental to those people who would be likely to actually engage in it or take advantage of it, while it literally wouldn't affect anyone else, meanwhile patching a potential abuse that cheapens the resource economy (the importance of which was the purpose of the suggestions).
The reasons to change it are small, but the reasons not to is non-existent.
I'm guilty of playing at 20 hp all the so I can use the automated regen from med kits and to make combat harder, but at waiting around next to faucets seems kms territory.
The automatic healing should also be cut, because it's more than enough to stay alive, especially with the game favouring the save-or-die approach to combat, incentivizing save-scumming in order to save resources, which in turn cheapens the resource economy. By relying on automated healing, you'll practically never use healing items, and if you die ("difficulty", lol) you'll just reload. Near-instant deaths are a poor measurement of functional difficulty level, and if players are actively choosing not to use the tools provided (let alone
don't have to), there's something wrong with the related base mechanics.
I can think of nothing more degenerate or less interesting.
max upgraded shotgun firepower, both security weapon damage upgrade skills = everything dies in 2-3 point blank shotgun blasts, lmao
[...] and got limited by mineral materials after making only 40 neuromods while having others left over, so the cost is there IMO.
First of all, you're retarded. There's no way to say this nicely. You've wasted your resources on making 40 neuromods, claim that "the cost is there", yet also assert that this is while "having others left over".
So you've made neuromods and claim to be low on metal, yet have more neuromods than you need at present, yet somehow come to the conclusion that this is not the fault of you wasting resources and that "the cost is there". I swear, this is abbo-level reasoning skills.