FALCmods4all Posted July 31 Share Posted July 31 (edited) Always lots of great eat, drink, sleep mods, but what about other details, in particular challenges unique to space. Also, starting to see O2 mods but not yet use for vacuum tape. Thrilled to see how detailed survival mods are becoming already! I know it’ll be a while before official VR support, but also hoping as survival mods develop the future will allow VR survival interactions, such as physically attaching tape to a leak in one’s suit or doing physical weapon maintenance after the environment disables it. I’d love to see: Suit damage - duct tape repair Critical limb injury - amputations, cybernetics, bleed out if no ship doctor access in time, possible temporary cybernetics failure during electrical storms Hull leak - welding repair, ballistics or explosives may cause leaks, ship interior hostile npcs may avoid this or at low health may purposely target the hull as a kamikaze Suit urine capacity - empty at ship, cartridge emptied in field may lure some life forms/predators Ship waste recycling - botany module Constipation - reduced speed over time without sitting on potty Nausea hazard - puking due to illness etc in a space suit may cause asphyxiation without related helmet vacuum modification Blindness - substances from vents, creatures, or weapons can cover helmet until wiped off unless wipers or blowers installed Deafness - protect hearing from loud weaponfire by adjusting helmet mic volume or installing noise cancelling helmet modifications (like the fo4 mod) Sanity - crew may lose sanity from traumatic events and go postal if left unconsoled or isolated, player may hallucinate (like the fo4 mod) Parasites - infections may cause crew to have erratic behavior, player may randomly move or fire weapons, as mods get more advanced different types of parasites may try to puppeteer to meet different types of criteria for their own spread or lifecycle Boot or suit environmental mods: No heat resistance - standing still melts boots, heat damage No snow/ice traction - snow slows/ice slippery No corrosion resistance - suit decays over time, boots decay faster if acid is stepped in No radiation protection - scanner range reduced and chance of cancer increases over time Low weight - winds may send player flying, but increased speed High weight - wind resistance, but decreased top speed/endurance Weapon buffs/debuffs environmental: Cold - jams mechanical (ballistic) weapon, more likely the longer held without firing as firing generates heat, but cryo weapon damage increased Heat - overheats energy weapons reducing clip sizes, but increases melee weapon damage Radiation - Increases energy weapon damage, but high radiation evolved organisms take less melee damage due to thicker skin or increased mutation Corrosion - Reduces energy weapon durability (if weapon repair mods exist), but increases ballistic weapon damage Lightning - increases electrical damage and electrifies melee weapons, but increases chance to be struck by lightning if holding metallic weapons/objects High O2 - increases fire damage, but drains O2 meter if no helmet in interior cell High gravity - lower ballistic range, weaker melee Low gravity - higher ballistic range, stronger melee High pressure - explosive damage reduced Low pressure - explosive damage increased Edited July 31 by FALCmods4all Link to comment Share on other sites More sharing options...
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