The idea is to have a mostly ocean map (similar in size to Ragnarok) with a few small scattered islands (or one relatively large one).
- islands will be very tropical, though some will be volcanic, mountainous, or snowy
There should be large underground caves to build in (many of which are also underwater).
Varied underwater biomes and areas such as:
- Giant kelp beds
- Sea grass plains
- Oil fields
- Steam vents
- Underwater lakes (highly toxic and will harm creatures and players; possibly kick players off mounts?)
- Ship graveyard
- Sunken forests
- Cypress or mangrove swamps (large redwood-sized trees growing in shallower waters)
- Abyssal plains (very deep, very dark waters)
- Coral reefs
- Bioluminescent caves
- Sunken Tek city
- Molten element lake (located in the abyss?)
New weather events:
- Hurricanes
- Tides (could tie dino spawns to tide events where certain creatures only spawn during low/high tides)
Dinos
- Trilobytes, Spinosaurus, Baryonyx are common around coastal areas and shallow areas where fish hide
- Sarcos and kapros relatively common (kapros more-so by the swamp areas; they should be fairly uncommon elsewhere)
- Otters
- Obviously water dinos such as ichthyosaur, megalodon, plesiosaur, mosasaur, etc. should be common
- New water dinos
- New water-based wyvern: capable of swimming and flying; has a poisonous barbed tail (torpor); breath weapon is ??
- Breath weapon possibilities
- Sonic blast that stuns mounts (and dismounts players); could only be used underwater
- Stream of super-heated water; deals damage ignoring some armor and also causes player temperature to rise; uses a water stat rather than stamina; has vastly increased damage and range on land/flying or on the water's surface
- Cloud of toxic gas
- nest in toxic underwater lakes and therefore immune to toxic effects of said lakes
- Limited mobility out of water due to water stat drain
- Sea drakes: variation of rock drakes better adapted to water
- Hippocampus: Equus of the ocean; tames and acts just like an Equus
- Nothosaurus: Basically an amphibious version of the plesiosaur
- Aigialosaurus: basically a prehistoric iguana; possible oxygen shoulder pet
- Eonatator: Small version of mosasaur
- Goronyosaurus: An amphibious version of the mosasaur; ambush predator
- Temnodontosaurus: Ichthyosaur with very large eyes to see in dark, deep waters
- Helicoprion: Spiral-toothed shark; give it the "gnashed" ability
- Kronosaurus: Very similar in appearance to mosasaur, but was able to crawl on land
- Archelon: The largest sea turtle to have existed
- Archegosaurus: Small amphibious salamander-like creature; possible oxygen shoulder pet
- Eogyrinus: Large amphibious salamander-like creature
- Ophiderpeton: Basically an amphibious version of titanoboa; has a constricting attack
- Proterogyrinus: Basically an amphibious komodo dragon that lived in swamps and rivers
- Gerrothorax: Basically an aquatic purlovia
- Anatosuchus: "duck-billed crocodile"; very small, not rideable
- Pakasuchus: "cat crocodile" SWAMP CAT!! small, not rideable
- Desmatosuchus: Kapro with shoulder spikes; also an herbivore
- Postosuchus: Kapro capable of both quadruped and biped stance
- Terrestrisuchus: very small crocodile that inhabited wooded areas
- Anomalocaris: Prehistoric crustacean; Essentially an aquatic version of Moschops (can be taught to harvest many resources)
- Bacculite: Ammonite with a straight pointy shell
- Bananogmius: A sail-finned fish
- Xiphactinus: Large fish with large upturned jaw and lots of big pointy teeth
- Astraspis, Cephalaspis, and/or Doryaspis: armored fishes; some (especially doryaspis) look like tadpoles
- Ceratodus: lung fish, capable of breathing air and "walking" on its fins
- Mud Dragons (Phylum Kinorhyncha): These are tiny creatures, but a larger fictional form could make for a terrifying enemy
on the beaches, can burrow and move underground (similar to Deathworms)
- Giant octopus or cuttlefish
- Giant ride-able crab (Karkinos? maybe with brighter color patterns)
- New land/flying dinos
- Moeritherium: Large hippo-like creature equally at home in water as on land
- Thalassoleon: Large primitive seal
- Anteosaurus: Basically a larger, predatory moschops
- Hatzegopteryx: slightly smaller than quetz, but much more aggressive (to fill the flying apex predator role)
- Dive bomb attack like the griffins
- Amargasaurus: Smaller amphibious version of Bronto
Water tames that supply oxygen
- Diplocaulus (should be very common around shallow waters)
- New kind of fish (Bladderfish? This would obviously be a fictional creature)
- This would be a "shoulder pet" type of tame
- Cannot leave the water; oxygen drains slowly while "held" and recharges when swimming free
Bosses:
- Livyatan melvillei
- Kraken
- Giant electric ray
New resources
- Existing DLC resources: Sand, green/blue/red gems, and element ore
- Corkwood: used in flotation oriented recipes, such as life vests and lighter/faster rafts
- Bamboo: could be used as a snorkel; bamboo could also be used for a new building tier between thatch and wood
- Bamboo buildings would have the main benefit of being much more resistant to hurricanes than wood or thatch
- Underwater oil veins (and accompanying pumps; similar to SE)
- black variation of the clams that give pearls; found only in deep water and give black pearls
- Seaweed/Kelp; could be used to tame aquatic and semi-aquatic herbivores
- Aquatic version of berries for taming aquatic and semi-aquatic herbivores
- Algae or Coral (technically coral are animals, but could work)
Plant Species W
- Found underwater
- Harvest for seeds/fruits; seeds must be planted underwater in order to grow
- Fruits, when eaten, allow player to breathe and regen stamina underwater; also give boost to swim speed
- This might limit the usefulness of Lazarus chowder, so some drawbacks need to be added to give the player viable choices:
- Shorter duration (ex, 3 mins vs 10 mins)
- Much more difficult to obtain (wild plants only found in hostile bio-luminescent underwater caves or especially deep water)
- Shorter spoil time (ex, 10 mins vs 5 hrs)
- Another possibility is to modify the Lazarus chowder recipe so that it requires these fruits
- This could allow the plants to be more common and in easier to reach waters
- Also provide oxygen while near them (like Plant Z heals)
New forms of electricity generation
- Underwater turbines similar to windmills in SE; would need to add ocean currents to the map (similarly to wind in SE)
- Geothermal pump to generate energy from steam vents
More raft styles, plus add ways to fend off the infamous Leedsichthys (armored raft?)
- Small/Light Raft: made from corkwood and is lighter and faster than the normal raft (just fast enough to outrun a Leedsichthys) but is not buildable except for storage containers
- Armored raft: requires corkwood and metal; same stats as standard raft but takes much less damage from a Leedsichthys
- Large raft: larger, slower version of standard raft; has much higher build limits and takes slightly less damage from a Leedsichthys (perhaps an
armored version as well?)
Craftable items that aid in swimming:
- Primitive flippers: crafted from hide and wood or bamboo
- Diving pump: airhose/mask and pump combination to allow limited range/depth but unlimited duration (provided pump does not run out of fuel)
- Simple flotation device (life vest): crafted from fiber, hide and corkwood
- Perhaps a "hazard suit" version of scuba gear to be able to survive the toxic underwater lakes
- craftable mini-sub device (similar to seaglide in Subnautica); player can "ride" it by holding onto it; used to propel the player in areas where even small water mounts don't fit
- runs on gasoline
Primitive forms of the Tek vacuum chamber
- Leak over time, requiring continuous pumping
- Tek chamber does require continuous power from Tek generator, but I believe they fill with water immediately if the generator runs out of
element. These primitive ones must be on a "decay timer" to enable hand pumping every so often (or even better, if there's a way to partially
fill them with water, gradually increasing the water level over time if not pumped out).
- Start with stone tier
- Simple 2x2 sized room with moonpool; no other options/pieces
- Metal tier
- 2x2 rooms with no pre-built entrances
- Can snap moonpool or air-lock style entrances
- Has tunnel pieces in straight, corner, t- or x- configurations
- Glass variants of tunnels and rooms
- Water pumps to empty them
- Hand pump: most primitive, requires significant stamina to use; snaps to inside of exterior walls of stone or metal rooms/tunnels
- Electrical pump: requires electricity
- These should be able to be built anywhere (excluding underwater) and will have hose attachments that can be built down to the vacuum
chambers to pump out water
- Once a chamber is emptied of water, pumps and other electrical/gasoline items can be built there (and fully function)
- Submersible pump: can be built anywhere, even underwater, but still requires electricity to run
- limited range/number of chambers any one pump can handle
- These primitive chambers also have the disadvantage of running on normal generators, which cannot operate while submerged like the Tek generator
- this requires players to either hand pump or build a generator on land to empty the chambers initially or if they get flooded
- Add more Tek pieces such as sloped chambers, tunnels and an air-lock style entrance
- Add Tek vacuum platforms (like the cliff/tree platforms) that can attach to underwater cliffs and columns
Other notes:
An interesting mechanic would be the ability to bury small storage chests in the sand
Suggestion
ShadowMage016
Suggested Map Name: Rip Tide
The idea is to have a mostly ocean map (similar in size to Ragnarok) with a few small scattered islands (or one relatively large one).
- islands will be very tropical, though some will be volcanic, mountainous, or snowy
There should be large underground caves to build in (many of which are also underwater).
Varied underwater biomes and areas such as:
- Giant kelp beds
- Sea grass plains
- Oil fields
- Steam vents
- Underwater lakes (highly toxic and will harm creatures and players; possibly kick players off mounts?)
- Ship graveyard
- Sunken forests
- Cypress or mangrove swamps (large redwood-sized trees growing in shallower waters)
- Abyssal plains (very deep, very dark waters)
- Coral reefs
- Bioluminescent caves
- Sunken Tek city
- Molten element lake (located in the abyss?)
New weather events:
- Hurricanes
- Tides (could tie dino spawns to tide events where certain creatures only spawn during low/high tides)
Dinos
- Trilobytes, Spinosaurus, Baryonyx are common around coastal areas and shallow areas where fish hide
- Sarcos and kapros relatively common (kapros more-so by the swamp areas; they should be fairly uncommon elsewhere)
- Otters
- Obviously water dinos such as ichthyosaur, megalodon, plesiosaur, mosasaur, etc. should be common
- New water dinos
- New water-based wyvern: capable of swimming and flying; has a poisonous barbed tail (torpor); breath weapon is ??
- Breath weapon possibilities
- Sonic blast that stuns mounts (and dismounts players); could only be used underwater
- Stream of super-heated water; deals damage ignoring some armor and also causes player temperature to rise; uses a water stat rather than stamina; has vastly increased damage and range on land/flying or on the water's surface
- Cloud of toxic gas
- nest in toxic underwater lakes and therefore immune to toxic effects of said lakes
- Limited mobility out of water due to water stat drain
- Sea drakes: variation of rock drakes better adapted to water
- Hippocampus: Equus of the ocean; tames and acts just like an Equus
- Nothosaurus: Basically an amphibious version of the plesiosaur
- Aigialosaurus: basically a prehistoric iguana; possible oxygen shoulder pet
- Eonatator: Small version of mosasaur
- Goronyosaurus: An amphibious version of the mosasaur; ambush predator
- Temnodontosaurus: Ichthyosaur with very large eyes to see in dark, deep waters
- Helicoprion: Spiral-toothed shark; give it the "gnashed" ability
- Kronosaurus: Very similar in appearance to mosasaur, but was able to crawl on land
- Archelon: The largest sea turtle to have existed
- Archegosaurus: Small amphibious salamander-like creature; possible oxygen shoulder pet
- Eogyrinus: Large amphibious salamander-like creature
- Ophiderpeton: Basically an amphibious version of titanoboa; has a constricting attack
- Proterogyrinus: Basically an amphibious komodo dragon that lived in swamps and rivers
- Gerrothorax: Basically an aquatic purlovia
- Anatosuchus: "duck-billed crocodile"; very small, not rideable
- Pakasuchus: "cat crocodile" SWAMP CAT!! small, not rideable
- Desmatosuchus: Kapro with shoulder spikes; also an herbivore
- Postosuchus: Kapro capable of both quadruped and biped stance
- Terrestrisuchus: very small crocodile that inhabited wooded areas
- Anomalocaris: Prehistoric crustacean; Essentially an aquatic version of Moschops (can be taught to harvest many resources)
- Bacculite: Ammonite with a straight pointy shell
- Bananogmius: A sail-finned fish
- Xiphactinus: Large fish with large upturned jaw and lots of big pointy teeth
- Astraspis, Cephalaspis, and/or Doryaspis: armored fishes; some (especially doryaspis) look like tadpoles
- Ceratodus: lung fish, capable of breathing air and "walking" on its fins
- Mud Dragons (Phylum Kinorhyncha): These are tiny creatures, but a larger fictional form could make for a terrifying enemy
on the beaches, can burrow and move underground (similar to Deathworms)
- Giant octopus or cuttlefish
- Giant ride-able crab (Karkinos? maybe with brighter color patterns)
- New land/flying dinos
- Moeritherium: Large hippo-like creature equally at home in water as on land
- Thalassoleon: Large primitive seal
- Anteosaurus: Basically a larger, predatory moschops
- Hatzegopteryx: slightly smaller than quetz, but much more aggressive (to fill the flying apex predator role)
- Dive bomb attack like the griffins
- Amargasaurus: Smaller amphibious version of Bronto
Water tames that supply oxygen
- Diplocaulus (should be very common around shallow waters)
- New kind of fish (Bladderfish? This would obviously be a fictional creature)
- This would be a "shoulder pet" type of tame
- Cannot leave the water; oxygen drains slowly while "held" and recharges when swimming free
Bosses:
- Livyatan melvillei
- Kraken
- Giant electric ray
New resources
- Existing DLC resources: Sand, green/blue/red gems, and element ore
- Corkwood: used in flotation oriented recipes, such as life vests and lighter/faster rafts
- Bamboo: could be used as a snorkel; bamboo could also be used for a new building tier between thatch and wood
- Bamboo buildings would have the main benefit of being much more resistant to hurricanes than wood or thatch
- Underwater oil veins (and accompanying pumps; similar to SE)
- black variation of the clams that give pearls; found only in deep water and give black pearls
- Seaweed/Kelp; could be used to tame aquatic and semi-aquatic herbivores
- Aquatic version of berries for taming aquatic and semi-aquatic herbivores
- Algae or Coral (technically coral are animals, but could work)
Plant Species W
- Found underwater
- Harvest for seeds/fruits; seeds must be planted underwater in order to grow
- Fruits, when eaten, allow player to breathe and regen stamina underwater; also give boost to swim speed
- This might limit the usefulness of Lazarus chowder, so some drawbacks need to be added to give the player viable choices:
- Shorter duration (ex, 3 mins vs 10 mins)
- Much more difficult to obtain (wild plants only found in hostile bio-luminescent underwater caves or especially deep water)
- Shorter spoil time (ex, 10 mins vs 5 hrs)
- Another possibility is to modify the Lazarus chowder recipe so that it requires these fruits
- This could allow the plants to be more common and in easier to reach waters
- Also provide oxygen while near them (like Plant Z heals)
New forms of electricity generation
- Underwater turbines similar to windmills in SE; would need to add ocean currents to the map (similarly to wind in SE)
- Geothermal pump to generate energy from steam vents
More raft styles, plus add ways to fend off the infamous Leedsichthys (armored raft?)
- Small/Light Raft: made from corkwood and is lighter and faster than the normal raft (just fast enough to outrun a Leedsichthys) but is not buildable except for storage containers
- Armored raft: requires corkwood and metal; same stats as standard raft but takes much less damage from a Leedsichthys
- Large raft: larger, slower version of standard raft; has much higher build limits and takes slightly less damage from a Leedsichthys (perhaps an
armored version as well?)
Craftable items that aid in swimming:
- Primitive flippers: crafted from hide and wood or bamboo
- Diving pump: airhose/mask and pump combination to allow limited range/depth but unlimited duration (provided pump does not run out of fuel)
- Simple flotation device (life vest): crafted from fiber, hide and corkwood
- Perhaps a "hazard suit" version of scuba gear to be able to survive the toxic underwater lakes
- craftable mini-sub device (similar to seaglide in Subnautica); player can "ride" it by holding onto it; used to propel the player in areas where even small water mounts don't fit
- runs on gasoline
Primitive forms of the Tek vacuum chamber
- Leak over time, requiring continuous pumping
- Tek chamber does require continuous power from Tek generator, but I believe they fill with water immediately if the generator runs out of
element. These primitive ones must be on a "decay timer" to enable hand pumping every so often (or even better, if there's a way to partially
fill them with water, gradually increasing the water level over time if not pumped out).
- Start with stone tier
- Simple 2x2 sized room with moonpool; no other options/pieces
- Metal tier
- 2x2 rooms with no pre-built entrances
- Can snap moonpool or air-lock style entrances
- Has tunnel pieces in straight, corner, t- or x- configurations
- Glass variants of tunnels and rooms
- Water pumps to empty them
- Hand pump: most primitive, requires significant stamina to use; snaps to inside of exterior walls of stone or metal rooms/tunnels
- Electrical pump: requires electricity
- These should be able to be built anywhere (excluding underwater) and will have hose attachments that can be built down to the vacuum
chambers to pump out water
- Once a chamber is emptied of water, pumps and other electrical/gasoline items can be built there (and fully function)
- Submersible pump: can be built anywhere, even underwater, but still requires electricity to run
- limited range/number of chambers any one pump can handle
- These primitive chambers also have the disadvantage of running on normal generators, which cannot operate while submerged like the Tek generator
- this requires players to either hand pump or build a generator on land to empty the chambers initially or if they get flooded
- Add more Tek pieces such as sloped chambers, tunnels and an air-lock style entrance
- Add Tek vacuum platforms (like the cliff/tree platforms) that can attach to underwater cliffs and columns
Other notes:
An interesting mechanic would be the ability to bury small storage chests in the sand
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