[Design/Discussion] Lavaland Adventuring Overhaul #20164
Replies: 6 comments
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Spreadsheet for theorycrafting Lavaland Items/Progression/upgrades added to top of discussion. |
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UPDATE NUMBER ONE
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UPDATE NUMBER TWO
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UPDATE THREE
Discussion updated to reflect current changes. |
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Ok I've finally looked over this doc and have some feedback. I'll start with overall general input and then a few specific points. From what I'm gathering, you want lavaland to be based around the "adventure." So fighting monsters, working together to kill megafauna, and using the materials found in the world around you to progress yourself. You consider the mining part of lavaland to be a largely separate and disconnected part of the fighting aspect. While there are mining points involved where you trade ores mined for progression through vendors and R&D, you consider the actual mining part to be very passive and unrewarding General Feedback
Specific Feedback
When I think of Lavaland, and particularly this type of system, I imagine Deep Rock Galactic. It's a really great example of a combat-mining adventure slapped into one and could be a really good source of inspiration. I know I said a lot of things to keep in mind and I do hope that you ponder some of the questions presented because, in the end, the way you design this system matters a lot more than the content you add. |
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Thanks for the look over! Ill address some of the main points section-by-section. General Feedback
Phase One: KC and KA Rework - this will simply lay foundational work for the KC's new trophy system by replacing current trophy drops with the "final crafted versions" as well as add the Blessing system WITHOUT crafting being implemented yet. This will also have the KA rework, with the upgrades being simple Vendor/Science items. KCs and KAs have a lot of balance implications for Crew AND Lavaland, so this should be dealt with first.
Specific Feedback
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Lavaland Adventuring Overhaul
ITEMIZATION PATHS (read below): https://docs.google.com/spreadsheets/d/1sl7dZir5KFdolJM32SEq0hO7VmNU0Vu0vbCxqCSbeIY
DISCORD DISCUSSION: https://discord.com/channels/145533722026967040/145700319819464704/1063239326013599844
Currently, Lavaland is in this odd state of power-escalation, speedrunning for loot/tendrils and VERY solo-minded mechanics surrounded by a passive-mining system. There is mininmal reason to work together with your fellow Miners/Spleunkers while adventuring, and even DOWNSIDES to working together to fight Megafauna/Tendrils/etc. The idea behind this document is to change Lavaland from a "collect the shiny toys by myself" to a system that encourages players to work together instead of nearly strangling eachother when one player "rushes all the good stuff".
Issues with the Current System
Miner Suit > Drake Armor > HECK Suit
.meat hook, eye of god, cursed heart, inferno, warp cubes, dark blessing, and cult items
) or are VERY old designs that are nothing more than shiny trinkets due to how outclassed they are by basic tools (Paradox Bags, diamond pickaxe, KA modkits, lava boat, possessed sword, lifesteal crystal, and the immortality crystal
).Possible Fixes
Issues with Progression
I personally break this into four issues:
Foundational Progression Changes
Given that there will now be "paths" to choose from for Lavaland, the "starting point" for miners will have to be reworked. To do this, the Mining Voucher will be reworked to give different "starting points". This will give you two sets of options:
Starting Gearsets Include:
Collector's Kit - 1x Bulky Explorer's Webbing (more slots) + 1x Harvesting Tool (replaces survival knife) + 1x MedPen
Miner's Kit - 1x Larger Starting Mining Satchel + 1x Advanced Ore Scanner + 1x MedPen
Explorer's Kit - 1x Adventurer's Suit + 1x Explorer's Webbing + 1x MedPen
Medic's Kit - Adv Trauma Kit + 2x MedPen + Fulton Kit/Beacon
Along with this, Crafting and Gathering from Fauna/Flora/locations will become the new way to "move through" the progression systems. This will be mostly interfaced via using the Survival Knife as your main "collection" tool for crafting items. Applying it to Flora/Fauna/tendrils will allow you to "harvest" them for items. This will be the basis for collecting materials to use for upgrading your Armor/Weapons/crafting QoL items.
KPA Progression
This one is rather simple. I do like the idea of this staying locked behind Science/RND.
I would personally want the modkits to be removed from the Mining Vendors and placed solely within RND[CHANGE]: Basic KA Upgrades will be available in the vendor, but T2+ will require a trip to Science. This causes there to be a symbiotic relationship between miners playing safe early to ensure Science is given mats and items to ensure they can get their KPAs upgraded.I would also like to see a more "attachment" based upgrade system, kind of like the KC so that it steps away from the "percentage based" system that is currently in the game as well as moving it from a "spam click" gameplay loop to a semi-reloadable system (think the Adamant Rail gun from Hades, with infinite ammo but a "reload")
Examples can be found HERE on the "KPA Upgrades" sheet.
KC Progression
For the KC, I would like to move from an RNG-based full-drop system to a "crafting" system. You are choosing to go melee, a semi-tribal method using technology to assist you. Some of the trophies are VERY neat, and are probably some of the most enjoyable gameplay moments ive had in SS13's minimal PvE environment. But, the fact you need to speedrun to the Blood Drunk Miner to have a chance to get their trophy is rather rough. Below I will list a few ideas to change how the KC goes through its upgrade path:
(i.e. >
Watcher Sinew x4 + Plant Fibres x2 + Watcher Wings (R) x2 == Watcher Trophy
)This would allow KC and KPA users to work together and trade items theyve "farmed" to encourage teamwork (and hell, you could ask people to pay for 'em)
Examples can be found HERE on the "KC Upgrades" sheet.
Defensive Progresion
One of the sorriest and most overlooked parts of Lavaland I feel is crafting. You have a whole list of Tribal items that really only have a use to Ashwalkers. I would like to expand this system as the main "goal" of Lavaland. Your survival knife goes from an underused melee attachment to your KPA and becomes a "skinning tool" to collect items and drops from your kills on Lavaland to be used to craft progressively helpful armor. For example, the progression system could look like this:
Examples can be found HERE on the "Defensive Tree" sheet.
This entire system would mirror the KC Trophy crafting system and have recipes you'd need to farm to get.
This might seem like a scary thing to balance, but if it incorperates Lavaland items, we can introduce a "brittle" system that "nerfs" Lavaland items on Station to be on-par with Station-found items.
QoL Progression
Things such as healing, ore gathering, scanner upgrades, explorer mesh storage slots, etc can all be feasibly upgradable using Lavaland as a focus instead of locking it behind tendril loot only.
Other QoL ideas are some sort of on-Base Ore Deposit that sends to the ORM along with a stationary Mining Drill that you can place on Lavaland for passive material gain.
Examples can be found HERE on the "QoL and Useful Items" sheet.
Issues with Tendril Loot
To start, I would like to COMPLETELY remove the "breaking a tendril opens a chasm" mechanic. Instead, you can "salvage/mine" materials needed for crafting from the tendril, causing it to become dormant for a certain amount of time. You can either wait it out, or reinvigorate it with some kind of "restart item" (probably something you can craft with LL plants and a legion core). This prevents full round removal AND gives a reason to have "nests" all over LL that dont TRULY go away.
[NOTE: I WILL EXPAND ON THIS, BUT THINKING AT WORK IS DISRUPTIVE]
Ash Walkers
With a full revamp of defensive/offensive/QoL items being more Lavaland-derived, this would allow for the Ashwalkers to be a good "testing ground" for dead players/observers to spawn in and try to "climb the tech tree" of progression.
[THIS ALSO NEEDS SOME MORE FLESHING OUT, AHHHHHHHHH IDEAS]
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