Ideas: Game Development Suggestions (Tester Feedback)

These suggestions are intended for the developers to improve the player experience, balance the survival loop, and solve emerging issues.

1. Quality of Life (QoL) & UI

  • Map Pinging System: In a collaborative game, players need to “ping” a hex (e.g., “Found Oasis here” or “Need Power Pole here”). A simple alt-click on a tile could broadcast a coordinate to the town chat.
  • Drone Recovery: Allow for a low chance to recover a “Crashed Drone” item from the base tile after a launch, which can be repaired for less scrap than crafting a new one.
  • Action Queueing: For repetitive tasks like scavenging or “Resting,” allow players to queue up a certain amount of AP/time so they don’t have to click “Start” repeatedly.

2. Infrastructure & Base Building

  • Circular Battery Economy: Instead of Batteries disappearing after use, allow the Electronic Store - Lab to have a “Charging Station.”
  • Remote Fabrication: Add a late-game upgrade to the Research Lab that allows players to start Fabrication projects remotely from the Base menu, provided the target facility is powered.
  • Defense Maintenance: Introduce a “Repair” action for base defenses that have been damaged during a siege, requiring a fraction of the original build materials.

3. Light & Darkness Refinement

  • Flares/Glowsticks: A cheap, one-time use item that provides light to a single hex for 5-10 minutes. Useful for “scouting” ahead before committing a permanent Power Pole.
  • Fear Resistance Items: Add a “Calming Herbal Tea” (crafted from Oasis plants) or “Weighted Vest” (crafted from Scrap) that slows the rate of Fear accumulation in the dark.

4. Resource Production (Fabrication)

  • Fabrication Scaling: Allow the town to build “Production Arrays” at facility tiles. This would allow for two concurrent fabrication projects on a single hex, at the cost of a higher power drain (e.g., +40% total).
  • Automated Retrieval: A high-tier base upgrade that automatically moves fabricated items from the facility floor to the Town Bank at Midnight.

5. Backpack & Inventory

  • Backpack Customization: Allow players to “Socket” items into backpacks, such as a “Lamp Clip” that prevents the lamp from taking an inventory slot while providing light.
  • Tiered Scrap Yields: Larger backpacks should yield more scrap or fabric when deconstructed, reflecting their higher crafting costs.

6. Implemented / Improved Features

The following suggestions have been addressed in recent patches:

  • Base Upgrade Readability (Implemented Mar 12): Improved spacing, scrolling, and effect descriptions in the upgrade menu.
  • Monster Map Clarity (Implemented Mar 12): Increased marker size and prevented overlap with player icons.
  • Cargo Drone Logistics (Implemented Mar 12): Introduced autonomous field-to-base transfers.
  • Backpack Tiers (Implemented Mar 12): Added craftable gear to expand inventory capacity.
  • Fear System (Implemented Mar 5): Instead of instant death in darkness, the Fear vital now tracks strain.
  • Item Overlay/Overflow (Improved Mar 6): Visual handling for large piles of items on a single hex has been optimized.