After returning from a long hiatus, I’ve gotten to experience the game fresh from a new member standpoint. I noticed RE was more friendly to taking fire, but armor still feels paperthin.
Base HP 500: you’re dead in seconds from focus fire in POIs. Long term players do not feel this because of a larger health pool to soak up the bullets and heal effectively.
Abandoned Reactor especially helped to feel the full… experience… of this imbalance.
Typically: In T1 armor and base hp, you’ll get shot, cover, and have less than half of your health left.
It’s not a big issue with memorization of the POI and time invested, but it doesn’t remedy the initial experience effect bringing people in to play.
Ideas were
-Increasing the base HP to 1000 and reducing survival boost to 5/hr and 500 overall (for RE.) Effectively it’s a net zero change to overall max HP, but after 750 - 1000 hp POIs begin to flow at a better pace. Surviving longer to get to that HP cap begins a cyclic effect of rewarding longer survival with being able to survive easier. That’s the crux of it. That’s not a bad issue, but it highlights what it means to people just starting out, and personally I believe it’s counterintuitive to what you would want for a fresh playerbase.
Onto what this notion led to:
What if - there were advanced suit boosters specific to each origin, that each could specialize in, but usable by everyone.
Fighter: Armor/HP (Pretty self explanatory)
Dealer: Transport (being able to haul 16,000 volume with 4 would feel like an actual trade feature.)
Explorer: Food/Stamina/HP (long trips away from home, you’ve truly found methods to survive in the deepest parts of space)
Engineer: Not sure but I’m sure this could be thought on.
Each craftable only by their specific origin, tradeable and usable by all, and maybe let Patreons craft all at a specific tier.
Thinking out loud, but figured I’d share these ideas I had.
Edit: (The food one hit me like a freight train one morning after waking up dead… because I am one of those that falls asleep logged in, and food to me means: how long can I stay AFK? So food boosts would mean I can be narcoleptic and still survive… lol sorry. Sharing my personal bad habits.)
And further edit: A HWS DNA price tag of 100 per booster could limit the saturation of the market as well, and limit them to not being able to be stored in OCD so DNA has to be spent on it each season, make it a support package item for a few bucks, if people want to go that route? Just spitballing here.