H u n t i n g?

Joined
Nov 9, 2020
Messages
8
#1
I just thought, why not? Add some space creatures, like jellyfishes or stingrays. They should contain some valuable resourse, like, organics or something. Or maybe oil, which can be implemented in different ways.
Anyway, hunting in space would be a pretty rare entertainment, because you dont know when you run into a creature. But that would be interesting. What do you think?
 

five

Master endo
Joined
Jun 15, 2020
Messages
293
#4
So kind of like mining, but asteroids are trying to run away from you?

Sounds tad crazy, but fun as well.
Yeah but why not like go hunt other players? they are also like animals. You got your praedator like fighters, big slow things in form of big cargo carriers, or small little defenseless objects like small mining vessels
 

CalenLoki

Master endo
Joined
Aug 9, 2019
Messages
741
#5
Because there is limited number of players to hunt. Also having some intermediate stage between mining and fighting doesn't hurt either of then. It also gives some incentive to bring combat ship into the belt, which increases chance of meeting a worthy opponent, rather than only big slow prey. It gives something to do for escort while they protect miners mining.

There's a lot of reasons, and so far no downsides.
 

five

Master endo
Joined
Jun 15, 2020
Messages
293
#6
Because there is limited number of players to hunt. Also having some intermediate stage between mining and fighting doesn't hurt either of then. It also gives some incentive to bring combat ship into the belt, which increases chance of meeting a worthy opponent, rather than only big slow prey. It gives something to do for escort while they protect miners mining.

There's a lot of reasons, and so far no downsides.
What about miners who dont wanna be disturbed by space fish? And where do you wanna spawn them? Do they have to reproduce or will they die out because 5.000 players meet to get a certain "hunter" rank. What if you find a fight and the other endo uses a space fish as a meat shield. Obviously its gonna run away and if the enemy mimics the movement and has optimal cannon placement what are you gonna do? Like I get but how do you wanna hunt them? With harpunes or do you use guns? Youll need many new models, skins, art, code (AI and rewards and more) aka more shit that needs work before EA. How do you want to balance organic materials if everything right now doesnt require them(maybe use them to make fuel, oh wait that needs a new MACHINE WHICH NEEDS A SHIT TON OF WORK)?
 

CalenLoki

Master endo
Joined
Aug 9, 2019
Messages
741
#8
I'd direct all those specific questions at OP. I'm merely stating why would it be nice to have them.

I guess they'd be just spawned artificially, or be procedurally generated (like asteroid belt). Creating entire ecosystem for game proved to be not really worth it (Ultima online)

Annoying miners, jumping in front of your ship, appearing mid combat or maybe even some form of attacking players are just extra challenges that can be countered with careful preparation, wise choices and skill. So I count them all as advantages rather than problems. I guess you could also avoid them entirely by staying away from certain high risk high reward areas (i.e. dense core of the belt, old battlefields, abandoned stations).

I'd prefer them to be hunt with normal guns, so hunting ships have some pvp capabilities. That would vastly improve the chance of meeting someone armed in the belt to fight.

Rewards, at least initially, could be just standard materials you can also find in asteroids. Corazium, xhalium, ect.

Are space hunts worth implementation? It's hard to answer that for me, as I'm not game dev, and have no clue how much work it really is to implement it.
So I'm always leaving that argument for devs to decide.

It's also not a suggestion "gib nao!", More like extra flavour for late EA or even post-release.
 

MoneylooJr

Well-known endo
Joined
Aug 12, 2020
Messages
53
#9
What if you find a fight and the other endo uses a space fish as a meat shield.
That sounds really fun tbh. Emergent gameplay is always good.
Most the other problems are things that could be solved later. Give space fish specific regions they spawn, with especially problematic ones being rarer. Make them respawn in these regions like any other game. You could implement special weapons for hunting specifically like the mining lasers were added for mining specifically. Organic materials could be given their own niche. Glowing scales that aren't special but can be used to make slightly illuminated or very polished plating, fins could be used to make literal solar sails (or space jelly sails), bones that aren't very strong but are more flexible than many alternatives, plus plenty of decoration options.
Unlikely as it is, I wouldn't mind a feature like this being added.
 
Joined
Sep 26, 2020
Messages
8
#10
I kind of like the idea but I think that animals in space would feel kind of odd but I do think it would be cool if there was maybe a moon in the future that had alien life and an atmosphere.
 

Dommy

Learned-to-turn-off-magboots endo
Joined
May 8, 2020
Messages
46
#11
Adding on to some of Calen Loki's ideas.
Instead of being spawned randomly anywhere, they could exist in higher concentrations around specific locations (a bit like nests, you could say).

The motivation for having them be concentrated, that their 'prey' could be rare ores (e.g. Xhalium) that would only reliably be found in ore 'veins'. However, these nests should not reliably be found at these ore deposits, only have a much higher chance of being found there.

Adding to this, an aggressiveness feature could be added which would make the space whale a neutral mob. This mob would only attack if asteroids (containing what they feed off of) were mined, or if the mob was directly attacked.
Additionally, this space whale could attack ore crates containing the ores they feed off of.

A feature where the whales have a hunger and health bar could be added. A lower hunger bar (being more hungry) would incentivise being more aggressive upon finding a miner which mines these specific ores.
A lower health bar would go the opposite way, since the whale could very easily be killed if it has low health. These two statuses should be visible through change in appearance of the creature.


These features would give a way for people to know what locations to avoid when trying to mine rare ores, and give a new gameplay loop: eliminating nests so that miners can continue mining there. Killing them would also be incentivised because the things they consumed could be left inside them, for harvesters to take (eg large amounts of xhalium could be harvested).

All of these features would make the local markets more dynamic, as the ores which the whales feed off of would be more expensive in certain times (high activity in the whales), and cheaper when nests or whales are destroyed/killed.

All of this is definitely more of a 'I want this, but it's fine if it comes much later'.
Also I like moneyloo's ideas quite a lot.
 

five

Master endo
Joined
Jun 15, 2020
Messages
293
#12
Adding on to some of Calen Loki's ideas.
Instead of being spawned randomly anywhere, they could exist in higher concentrations around specific locations (a bit like nests, you could say).

The motivation for having them be concentrated, that their 'prey' could be rare ores (e.g. Xhalium) that would only reliably be found in ore 'veins'. However, these nests should not reliably be found at these ore deposits, only have a much higher chance of being found there.

Adding to this, an aggressiveness feature could be added which would make the space whale a neutral mob. This mob would only attack if asteroids (containing what they feed off of) were mined, or if the mob was directly attacked.
Additionally, this space whale could attack ore crates containing the ores they feed off of.

A feature where the whales have a hunger and health bar could be added. A lower hunger bar (being more hungry) would incentivise being more aggressive upon finding a miner which mines these specific ores.
A lower health bar would go the opposite way, since the whale could very easily be killed if it has low health. These two statuses should be visible through change in appearance of the creature.


These features would give a way for people to know what locations to avoid when trying to mine rare ores, and give a new gameplay loop: eliminating nests so that miners can continue mining there. Killing them would also be incentivised because the things they consumed could be left inside them, for harvesters to take (eg large amounts of xhalium could be harvested).

All of these features would make the local markets more dynamic, as the ores which the whales feed off of would be more expensive in certain times (high activity in the whales), and cheaper when nests or whales are destroyed/killed.

All of this is definitely more of a 'I want this, but it's fine if it comes much later'.
Also I like moneyloo's ideas quite a lot.
God GreenPeace gonna be pissed about people hunting only for space whales
 
Joined
Sep 4, 2021
Messages
61
#15
I just thought, why not? Add some space creatures, like jellyfishes or stingrays. They should contain some valuable resourse, like, organics or something. Or maybe oil, which can be implemented in different ways.
Anyway, hunting in space would be a pretty rare entertainment, because you dont know when you run into a creature. But that would be interesting. What do you think?
I am looking forward to seeing "Space Shepherd" frantically defending Cosmic Whales LoL
 
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