General ideas for future dlcs

Started by Zeuesx1992, August 04, 2024, 07:36:47 AM

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Zeuesx1992

Major Update:

- currently we are limited to spacer research, aside from the royalty bionics, and ultra Mechtech from bio tech, would like to see more focus on UltraTech technologies, to build ultra teach colony, maybe resemble early glitter world cities from the lore, advanced power option, medicine, weapons, Armours and security, which in the same time, will added stronger faction with same technologies to compete against as a new win condition, like technology race or through warfare, destroy their cities.

- updated caravaning system, something similar to hoard mode from total war games. and having spacer/ultra tech either as a new nomadic lifestyle, or support of assault through the planet. you can stop temporary to grow food and hunt, and with more research, build mobile hydroponics to grow and harvest food on the move, build tents which can be setup quickly once your stop and later, having mobile living space, not just the bedrolls, craft things, research, do pretty much anything you can do in a colony, albeit on the move.

OfCourse will also deal with normal colony events, raiding, storms, bug attacks.... etc., which halts traveling until dealt with.

 
other minor things 
- more bionics, they are always good, for core game and DLC. \[FSF\] Vanilla Bionics Expanded is a good reference mod, just to complete, the body modder experience without changing the vanilla experience game much. just like they added the bionic jaw update 1.5, and OfCourse new Archotech parts is always welcome, the arms, legs and eyes became boring.   
- new ideology options if you have Ideology, and more precepts related to caravaning, futuristic living. 
- new faction interactions, especially with the empire if you have the Royality DLC. 
- new mechs, for focus on caravaning, maybe a big mech, which multiple people can ride, or mech with bigger carry capacity.

- new ways of crafting and production, with controllable quality modifiers, using more materials and having longer working time to get better quality not just a random chance based on skill level, 

 - new Genes and traits, support above, in good and bad ways. faster moving, better forging, more efficient while caravaning (constructing, crafting, animal care, doctoring, teaching children, .... etc.), happier while in caravan, and more you get the idea.

- for anomaly, instead of one studying single monolith, you can study multiple ones through the planet, and having mobile cages.

 
mods to be integrated,

- Tech Advancing, not sure why it's not vanilla from the beginning.

- research whatever, this mod changed my life.

- \[FSF\] Vanilla Bionics Expanded, as mentioned above.

 
I know most if not all of what I mentioned above is already available through mods, but i would love to see Tynan twist of these mechanics.



will edit if I come up with anything new.

Ixmore

I can picture various other worlds like Toxic Worlds, Animal Worlds, Dino Worlds, War Worlds, and Medevil Worlds being worlds that could be settled with its own set of challenges while I picture indworlds, Industrial World,s MidWorlds, Urbworlds, Core Worlds, and Glitter Worlds being a setting of their own game what would be essentially "The Sims" in space.