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Boundless is a hardcore sandbox survival & exploration game unlike any you have ever played before.
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Nov 15 2012 Anchor | ||
Firstly, I realize that there are already existing threads for many of the aspects which I address here. Seeing how I would have to fracture my suggestions and create many new threads for individual topics, I thought it best to keep them in one location. I hope I am following the correct posting etiquette. If not, be gentle. For the sake of neatness, I will organize suggestions into categories likened to their context. -Please Do Consider-
Oxygen:In light of trees sometimes behaving as animals and vice-versa I submit the idea that the atmosphere contain many times the oxygen content of our native planet. The reasoning behind this would be, well, many things; it would explain the highly active nature, biology and metabolism of trees, could explain the fact that in-game injuries heal faster(actually proven), metal degradation happened faster(if present), and would introduce some extra precautionary factors when one thinks about fire in a high oxygen environment. Nothing much, just things like brighter flames, if some form of explosive(flash power pollen from a plant or a combustive leaf, etc.) were placed in-game and easier fire starting. This could be presented as a factoid, thereby eliminating the need for an actual OXYGEN variable or mechanic in terms of programming and could be presented purely as explanation for existing behaviours observed in-game. Weather: Anomalies: Normal Night Cycle:
Sleep: Stamina:
Parasitic animals: This could prospectively be a very attractive game mechanic. Possibly in which the player catches this rare small animal, and attaches it to a carcass/tree trunk and, in time, the creature slowly produces something useful. Or not, and it simply detaches and dies depending on what you attached it to. This whole idea could be translated to the flora department as well as a form of a parasitic plant. Also in this vain, I would like to suggest a kind of animal/plant that you can remove from a tree or whatever it's habitat might be, and attach it to a source of your choosing. I am thinking in the lines of, for example, the player has killed an animal, scavenged it's fur/stomach. The player returns home and on his way picks up this animal/plant which acts as a purifier/pump/obscure-chemical-process and attaches it to the earlier mentioned fur/stomach, which the player has filled with a fluid/meat/obscure-chemical-produce. The animal/plant then performs it's duty, sucking away dutifully at what it has attached to and excreting something else. Animal Calls: Firstly, if each animal has it's own unique call, then the player would, in time, begin to learn which means what, and with directional sound, be able to track the right animal he/she desires. This eliminates the question of scent and animal tracks, which I admittedly do not support at all (sorry) except when animals might use it to find something(player, fire, food, herd). These calls would not be rare but the jungle would also not be a cacophony of roars. Perhaps a low breathing sound for the animals to know when you are very close to one. Secondly, the calls might differ somewhat depending on what state the animal is in. Injured, angry, mating-time, normal, attracting one of it's own. This is following the "Exploration" aspect of the game quite nicely, since the player would have to learn these things over time, and in all probability, sh!t himself/herself when they have been playing for four hours, became acquainted and comfortable with local fauna sounds and suddenly hears a new shrieking call. Thirdly, this opens up the possibility of the ABSENCE of sound, which might signal that something wicked this way comes. Obscure: Home-invasion by animal/other: A pet: Animal interaction of the third kind: The whole idea of these animal interactions is to convey a sense of a living world. Perhaps these things are useful to the player, perhaps not. Again, might be be a hard spell to make it function in game for the devs.
Species: I realize that you devs have probably already thought about this, but may I suggest a few medicinal plants? Some kind of plant which produces a salve or oil, not to instantly heal the player, but to aid slightly in recovery. I have read about the devs developing a plant to increase the player's stamina, which has it's own drawbacks. I would also like to suggest a repellent produced from plant, or a plant which is in itself repellent. It could be used in many contexts; insects, animals, scent-neutraliser, etc. Floral Sponges: Lastly in the flora department, I would like to suggest tree sap. Could be useful, or just a bonus to be observed in a living world.
Culture: Also, I would suggest that individual native villages/communities have independent regard for the player. I hate it when you kill one person and the entire world instantly knows you did it and your exact location. Perhaps some communities are friendly, others just cold and uncaring but not hostile. Lastly, may I suggest that later in the game, when the player is allowed to wander a village, there be villagers doing things with other things so the player can watch and learn from people who have survived successfully on that world for a long time? Maybe some of the more obscure things a player can do, but he/she does not entirely realize. This could be useful early game, if the devs would so choose; the player is introduced into a village and sees very elemental things being done for basic survival, almost in the vain of a watch and learn tutorial(the player might not be interested, and will suffer for it because they do not know the elemental things, or skip it entirely by just walking through). The introduction village would suffer some horrible fate early on, or some other event takes place which renders the village inaccessible. And hawt Amazon babes plox(kidding). -Please Don't-
The player character has not yet been specified. May I suggest that it be kept human, my reasoning as follows: Also, story wise, the artefacts or gadgets the player is set to find should be rather intuitive as well, and introducing alien elements in this regard might once again estrange the player. There are more arguments for keeping the player character human, such as the player emphasizing with his character, etc., but these are my main considerations. Further, I adore the absence of a crafting system. Potions(wut), tools, furniture, metal working and anything but the crudest weapons and traps are almost impossible to make when you are in the wild here on earth, I don't see how it would be easy on an alien planet. I also assume our main character is not a survivalist or trained in survival.
Please don't overdo the presence of poison. I am absolutely fine with poisonous plant and animals, but please, refrain from adding many different types of poison that may be utilized by the player for simplicity's sake. Poison is, after all, poison and is a hard mechanic to install well. I would suggest that it could be used when hunting, but poisoning the animal in any way would render it useless. Poisoned weapons might be viable, but when the player is in a confrontation, poison has almost no value because it's a slow killer, and the player needs his adversary to die, like, right now. Secondly, and I know this has been mentioned before, but I must oppose mounts(sorry). I do not think it adds value to the game and will detract from making something else much more worthwhile(no offence meant). -In Closing- I would like to say, congratulations on such a grand undertaking. And congratulations once more for doing it in the current fashion. I am doubly sure that this project will be a success. I realize that many of the suggestions I have made might seen drastic, impossible to implement or plain idiotic. If even one word of this wall of text gave the devs an idea for something totally different, then I deem this successful. I have a million more ideas, but I suspect I have said enough. Good luck. |
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Nov 22 2012 Anchor | ||
To much to read man I thought this game/forum was dead good to see that not all people have given up on it. I like the environment ideas and the stamina could be like say you start off with 5 stamina reg and over time you lose reg but running say is - 6 stamina reg so that when you are fresh out of bed/just started you can run for longer than when you have been up all night and day where you may have no reg and about to lose -1 stamina and when you get say -5 stamina reg you cant move and are forced to sleep where ever it is you are and takes longer than when you had only 0 reg. |
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Nov 25 2012 Anchor | ||
Thanks man! In reply to your ideas about the stamina, I admit I am having a hard time understanding exactly what you meant. Probably on account of my limited intelligence :] Are you suggesting that the player have a base Stamina variable assigned to him/her, which then decreases by being awake and is reset by sleeping? And if I understand correctly, this base variable in turn then influences your ability to do things which require stamina? Perhaps, an example: The player always awakes with a base value stamina of 5. This base value is not influenced by things which require stamina, like running/fighting. The only change this base value undergoes is determined by how long the player is awake, -1 for three hours awake, -1 more for another three hours wake, etc. This base value is then used as a determination of how the player performs when doing things which require stamina, like running/fighting. If this is what you meant, then I'm all for it! It might even tie in nicely with my suggestion for the effects of sleep deprivation. For each unit the base stamina is lowered, the edges of the player's field of vision becomes slightly changed, blurry, dark, swirly or something, and ties in with your other suggestion of the player having to do either something drastic or sleep on the spot whenever his base stamina reaches a critical point. |
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Dec 13 2012 Anchor | ||
what i was meaning is you start of with say reg of +5 stamina but you max is 100 so you can do loads and the reg gets lower and lower rather than the max or like u start with say 100 stamina which gets lower the longer you wait like say for every hour in game time you get 4 stamina max lost in total how ever if you were to run the amount would drop faster but then reg back to the max amount depending on how long you have been away for and running could also mean that you max drops faster the more you run and to counter ppl just sleep loads you could make it your guy cant sleep until your at like 50% stamina lost from your total and the better the sleep you get the faster it regs the max or that you may get liek +10 max stamina. how ever what you thought i ment sounds like a really cool idea maybe ever better than my ideas. I actually love that idea that you thought i came up with xD (I suck at explaining so its all good) |
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