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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 by FALCmods4all
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