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With the main room being the only current island expansion and it taking up only the central chunk of the 3x3 island, there's 8 potential chunks for additional constructions. These are my thoughts, but I'd be very interested in hearing other people's ideas.
Aside from the benefit of having a space that's sheltered from the everpresent winds, what things do players need? What things are impossible to bring back with you? What facilities are needed for longer activitiesWhat things would be theoretically possible to build, but would be nicer to just roll into a recipe to unlock a given room? Some of these ideas aren't necessarily full chunks in and of themselves, and could potentially be combined. A lot of these are roughly analogous to sections of the base camp design, given similar needs.
Domestic space: Bed, side table, closets. Chairs, tables and lamps Places to keep your clothing, and books
Kitchen space: Stove, fridge, countertops, water tank/well, root cellar, smoking racks in a separate room
Armory: Targets for practice, storage for arms and armor
Gymnasium: training dummies, exercise machines, punching bags, a pool, a parkour course
Smithy: Forge, anvil, charcoal kiln, etc
Wood/machine shop: router, joiner, band saw, all the tool furniture.
Med bay: a location for the autodoc, autoclave, medical supplies,
Laundry room: washer/dryer, water supply,
Central power? Bring back enough plutonium fuel cells and you get a reactor? Probably never really needed, given the prevalence of solar panels and batteries, but having some end game flex options seems nice.
A lot of these are as much about sparking imagination as filling in the space, right? Piles of gear on the floor aren't quite as efficient as shelves, but they help people feel like the space means something. It also means that people who don't have the interest in building out these zones on their own can put in materials and get out a basic setup. If there's two unlock levels to the areas, one that's just "here's the space with some outlines for major equipment", and another that's fully built out for them, it means that people who don't want the generic layout can only build the first one and then stop there, populating it with their own kit.
To that end, the spaces would benefit from floor and wall material choices that reinforce the theme of the room. It would mean that the med bay didn't feel like the gym or the armory, reinforcing the feel of the area even if people don't go for the default build.
These are just some initial thoughts as to the topic, but I'm interested in hearing from anyone else interested in the project. What areas would you like to see? What features should be included? What should the upgrade trees look like, if they exist?
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With the main room being the only current island expansion and it taking up only the central chunk of the 3x3 island, there's 8 potential chunks for additional constructions. These are my thoughts, but I'd be very interested in hearing other people's ideas.
Aside from the benefit of having a space that's sheltered from the everpresent winds, what things do players need? What things are impossible to bring back with you? What facilities are needed for longer activitiesWhat things would be theoretically possible to build, but would be nicer to just roll into a recipe to unlock a given room? Some of these ideas aren't necessarily full chunks in and of themselves, and could potentially be combined. A lot of these are roughly analogous to sections of the base camp design, given similar needs.
Domestic space: Bed, side table, closets. Chairs, tables and lamps Places to keep your clothing, and books
Kitchen space: Stove, fridge, countertops, water tank/well, root cellar, smoking racks in a separate room
Armory: Targets for practice, storage for arms and armor
Gymnasium: training dummies, exercise machines, punching bags, a pool, a parkour course
Smithy: Forge, anvil, charcoal kiln, etc
Wood/machine shop: router, joiner, band saw, all the tool furniture.
Med bay: a location for the autodoc, autoclave, medical supplies,
Laundry room: washer/dryer, water supply,
Central power? Bring back enough plutonium fuel cells and you get a reactor? Probably never really needed, given the prevalence of solar panels and batteries, but having some end game flex options seems nice.
A lot of these are as much about sparking imagination as filling in the space, right? Piles of gear on the floor aren't quite as efficient as shelves, but they help people feel like the space means something. It also means that people who don't have the interest in building out these zones on their own can put in materials and get out a basic setup. If there's two unlock levels to the areas, one that's just "here's the space with some outlines for major equipment", and another that's fully built out for them, it means that people who don't want the generic layout can only build the first one and then stop there, populating it with their own kit.
To that end, the spaces would benefit from floor and wall material choices that reinforce the theme of the room. It would mean that the med bay didn't feel like the gym or the armory, reinforcing the feel of the area even if people don't go for the default build.
These are just some initial thoughts as to the topic, but I'm interested in hearing from anyone else interested in the project. What areas would you like to see? What features should be included? What should the upgrade trees look like, if they exist?
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