[Suggestion] More Lore/Story Involvment
I got this game initially for the crazy potential it has for an engaging and fascinating story. Since its launch, I haven't seen any developments in this area besides the 20-minute video that's just about a rough storm. There are no connections to you (the player) or anything you can find on the planet or in missions.
I suggest they add bases to some mission - no not bases you've built - but bases that other NPC prospectors built and failed. find some logs, books, or diaries they had been keeping. Gain access to backdoor information about the various factions you're doing missions for other than the guy saying "they have the money and the tech to do whatever they want". It stands to reason that you're not the only prospector on the planet so to find evidence of other people (NPC's not you from a previous mission) on the planet with you would be fantastic.
Comments: 31
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12 Sep, '21
Ryan Y. MergedSomething that would greatly assist me, and potentially other players, is if the development team did a short developer log that explains their vision for how any given prospect plays out over its duration.
Despite having read and watched most content produced either in-house or by third parties, I still do not know how my prospect, with the search for exotics, will progress. Will it begin with a temporary shack, followed by extensive travel to find exotics with a string of temporary shelters, or will it follow a hub-and-spoke operation where I build a single operations center? The lore is logical, and explains the story from a motivation standpoint, what is missing is the developers explaining their vision for how a given prospect unfolds. That story informs how bases are built, especially with regards to high investment stations, the anvil being a good example in early game. When I leave my base searching for exotics, should I take my anvil with me? -
22 Sep, '21
Technoguru MergedJust some thoughts:
When starting a game, there must be a shroud of mistery surrounding the story/lore about this whole galaxy.
Many (exo)planets, moons, asteroids, ... could be possible to land a mission on.
The game could opt for missions carried out by different companies/factions that all have their own perks, gear, inventory space, 'survivability rating' and most important, cost.
As you start the game, you should be able to only buy the services from the cheapest companies/factions available. (or character level dependancy, game progression, ...)
Here is also an opportunity to add massive ammounts of lore and general knowledge of the world/mechanics in this game:
For instance take a cheap company -> they jam you in a shuttle in a way you'd treat no person, no info (or incorrect?) given on the mission + loses bolts and nuts (+ inventory?) during ascent/descent.
The opposite is possible for the higher tier, include a 'luxury package', with more accurate info on exoti -
23 Sep, '21
Technoguru MergedThe trailer was awesome!
The actors could be hired again to make additional video's like: how they got (or forced) into taking great risks like this, how they took it on, in which era (first cohort, new frontier, dangerous horizons, ...), ...
With the potential of creating some companies, you could narrate some story about each of them. How they operate, how the got in the business, wars/alliances between them, ...
In this way you can create a player layer, a company layer and the existing planet layer. As you play, these three (probably missing stuff too XD) get automatically intertwined and you get a unique story every time from the players' perspective, each and every game.
It would be fun to see different companies having their own space station where you can deploy from.
One can almost imagine the different places you have to go to, wander around, seeing characters (item shops/tutorials/blueprints), players, ... present
I cant wait to start playing! -
10 Oct, '21
Sean Nicholson Mergedeg - lots of complaining about '... get pneumonia ... spacesuit...other animals OK...'. Perhaps its an extremely low oxygen environment which the genetically engineered animals can survive but the prospectors need oxygen supplementation (ie they are still breathing the air but are supplementing the oxygen and as such can still inhale pneumonia organisms). To get around the breathing underwater the suit could be sealable which would drastically increase your oxygen use and prevent you from eating/ drinking etc which could also be used in caves
eg2 - being underwater should provide some protection against weather events, ie rain and wind dont affect you if your underwater. -
12 Oct, '21
cmicroc MergedThe "Lore" page of the website states that the atmosphere is high oxygen, but "toxic", which would require the suit to be sealed at all times.
https://surviveicarus.com/lore/
So how can the damp atmosphere in a cave affect the player? -
24 Oct, '21
testuo Mergedsecret caves are nice, even if they just contain water and ores...
but they could contain ancient civilisation ruins, or artifact, or pieces of a higher story of the explored planet.
or some traps!!
traps are clearly missing, you will tell me, what traps ? no formlife is supposed to exist on a new terraformed planet !?
right ! but natural traps !!
- like quicksand in desert
- toxic waters
- stonefalls because you mined a ore which is bearing a part of the cave,
- forest bees who will attack you if you look for honeys (that may attract the bear)
- flooding, if there is a strong rain/storm, if you are in a cave, this cave may be flooded in a night
- snow avalanche in ice zone, if yuo shoot with guns or make a strong noise, and you are in a snowy valley, you could trigger a snow avalanche ...
there may be many dangerous situations like those, using nature and elements..
more survival difficulty!
more situation where smart players can survive better dumb rushers (rusher event -
09 Dec, '21
K. MergedCurrently there's a large number of holes when it comes to bringing the story and the concept of drops together. None of the missions have any impact on follow up missions whatsoever which feels kind of pointless.
A mission objective you have completed in a previous missions should "impact" follow up missions. Ideally, in a linear and substantial way but at the very least when I go through an objective that, say, included building a base for another team, then this base should still be there in the follow up mission (however, it could, for example, be in ruins so that it can no longer be used by the player).
You _could_ take it step further and have missions actually building up on each other, example:
- Drop 1: drop in area 1, scan terrain in an area --> uncover threat
- Drop 2: drop in area 1, tackle threat
- Drop 3: drop in area 1, build base for follow up mission
- Drop 4: drop in area 1, and now more to area 2 to scan terrain there --> uncover threat
- Drop 5: [...] -
09 Dec, '21
Trevor MergedI like this idea. If you have a chain of missions that all take place in the same region, it gives some more impetus to make a base you actually care about. The difficulty would need to ramp up though or the follow-up missions would be too easy.
Could have a series of missions which leads up to a defend the fort style thing where animals raid your base too? :D -
19 Dec, '21
Hannes MergedStory suggestion:
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On our trip to our space base the spaceship dropped and crashed, we survived and now parts of our spaceship be located all over the Icarus Map. We need to find them to build again a improved space ship to get back into the orbit.
Thats a basic storyline which would have a lot of space for more Storylines behind the game, my friends and me really miss a background for what we are fighting through Icarus. -
19 Dec, '21
W2D2 MergedThis is an awesome story line. Exoplanet version of castaway...
Craft a hangar and construct a ship
to get back up into orbit ☺️😇 -
18 Jan, '22
Samuel MergedFirst sad thing, there IS no Alien lifeform like in videos. Biomes are mixed up (Not so big issue). THERE IS NOTHING INTERESTING ! NO MYSTERY ! Just doing boring work. Imagine the flower with (blood water around) from the intro... I liked the intro, I was hoping I Can find something interesting. But sadly no...
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08 Feb, '22
Jake MergedTo really get into any game, a good story is needed. How is it humans cant breath on a planet that other mammals can? How come when we build and come back to the same area, nothing is left each time? How come high tech gadgets are dropped off for us to go pick up to deploy but we start with sticks and stones? How is it its the year 3000 (or whatever) yet we have to craft from stones. (I love the tech upgrades mind you) I don't mind starting from nothing but a better story would sell it to you why are we starting from scratch, each mission. we get high powered drills and scanners dropped off but hey, you dont get a pocket knife unless you craft it.
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Each mission highlights this need for improvement. Are we convicts? than that would make sense otherwise why would you send any team to do a job and not really care of the odds of them doing it correct.
I Personally really like the teching up and starting from nothing but a better story line as to why. Would really sell it! -
10 Feb, '22
Elissa - Producer Admin MergedHi there, check out our lore page on the website!
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Thanks.
https://surviveicarus.com/lore/ -
11 Feb, '22
TetsushinPerhaps, a random dead prospector, with a random piece of gear or materials. Could have a trinket or letter from their family. Might have dog tags that if you return to the station you get a credit or 2 for bring back proof of their demise. Could even be a way to introduce a fame aspect, after so many ranks in you could get an additional talent point or exotic material.
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18 Feb, '22
Anita MergedI know this is a common system like in Ark:Survival Evolved, but what do you think about the idea of lore notes scattered on the entire map that can be found and read? I mean nothing really deep but some lore snippets. Maybe later do some kind of collection of the notes. They could give some experience points or not, just for fun.
What do you think about this idea? -
22 Feb, '22
Leonidas MergedI think this planet isn't supposed to be inhabited before the expedition starts. But it could be cool to have some wreakage of other failed expeditions. But it's difficult to see how it could be balanced, randomized and "lore friendly", since the "big" storm after the countdown on each mission erase every part of your own exploration everytime it happens.
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22 Feb, '22
Anita MergedHmmm good comment Leonidas. Didn't think about the storm.
Maybe they can generated each time when starting a new mission. Randomly scattered every time on the map.
The word "lore" is indeed a bit too deep, maybe understand this as little story snippets. It could be that our prospectors had notes flying out of the shuttle? Or something like that :D
Yeah the idea is out for discussion :) I just love the idea of having a collection oflittle story notes in the game. Or some kind of expedition journal. -
29 Mar, '22
Chrissy Admin"Better story line" (suggested by Jake on 2022-02-08), including upvotes (1) and comments (1), was merged into this suggestion.
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29 Mar, '22
Chrissy Admin"Sad story" (suggested by Samuel on 2022-01-18), including upvotes (1) and comments (0), was merged into this suggestion.
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29 Mar, '22
Chrissy Admin"Storymode" (suggested by Hannes on 2021-12-19), including upvotes (3) and comments (1), was merged into this suggestion.
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29 Mar, '22
Chrissy Admin"[Suggestion] Clarify some story 'prop' conflicts" (suggested by Sean Nicholson on 2021-10-10), including upvotes (2) and comments (1), was merged into this suggestion.
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29 Mar, '22
Chrissy Admin"On Telling a Story" (suggested by Ryan Y. on 2021-09-12), including upvotes (2) and comments (0), was merged into this suggestion.
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29 Mar, '22
Chrissy Admin"[Suggestion] Missions should impact each other (persistency without necessarily changing design)" (suggested by K. on 2021-12-09), including upvotes (3) and comments (1), was merged into this suggestion.
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29 Mar, '22
Chrissy Admin"(SUG) Game immersion, lore, player options" (suggested by Technoguru on 2021-09-22), including upvotes (3) and comments (1), was merged into this suggestion.
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29 Mar, '22
Chrissy Admin"[Suggestion] More secret caves and traps" (suggested by testuo on 2021-10-24), including upvotes (2) and comments (0), was merged into this suggestion.
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29 Mar, '22
Chrissy Admin"Foundable/Readable Lore Notes" (suggested by Anita on 2022-02-18), including upvotes (4) and comments (2), was merged into this suggestion.
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06 Jul, '22
cmopatrickIt would be nice if the station contact you occasionally hear had more occasional messages that filled in lore, maybe with some humor, ala Duncan Fisher from the old MW4 Mercs (the Solaris arena announcer). Bit more attitude, bit more lore about the first folks down or the terraforming project (and its failures). Of course, only have it kick in when prospectors are mining, building, or in their shelters and have the ability to mute it for team interaction or just because, but it would be a nice bonus especially for solo. Btw, if you are short V/O talent or think it would cost too much, let me know.
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11 Nov, '23
ChrisThe addition of Prometheus has vastly improved the story, I agree that more like this would be amazing. such as logs left by the prospector bodies on simple missions, they don't really need to do anything other than make it clear that the group don't care about you.
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07 Jun, '24
FreyaI really like Tetsushin idea of adding prospector's corpse in the missions. Like in the one you have to kill the alpha wolf. Soul literally tells you that many folks were killed by the wolf and that's why they send you now. It could add a lot to the lore and to the ingame atmosphere.
-Bringing back their tags to orbit can unlock a succes/give additionnal reward
-The reward can depend on the faction that hired the dead guy (ex 5 ren/tag for UDA, or 1exotic for the African Assembly) jsut so they are more than just a name, they have diferent ressources.
-Corpse can also randomly apear in openworld and be renewed after you find them, like the event that renew exotic in caves.
-Adding some traps set by the other mercenaries.
There might have other prospectors on the planet but they are a threat. They could try to steal your stuff to survive, or kill you to steal your mission.
It's good to only meet them dead.
There are no friends around exotics ... -
22 Aug, '24
WykAfter playing Prometheus, I was left wishing Olympus had this level of story IG. There was a sense of linear progression there, and the missions didn't seem like pointless "something to do" time-wasters. There was a sense of being part of something there. We need much more of that. Also, I could not agree more with adding unmarked Points of Interest to the map, to steer it away from being a boring, monotonous walk-a-thon. The remains of other prospector camps is a fantastic idea, with small bits of lore and a smidge of gear, giving the players something interesting and exciting to run across during their long journeys from point A to B and back again and back again. When there seems to be a story taking place around the character, it makes the world infinitely more interesting and explorable.
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06 Nov, '24
WendigoMore lore and story stuff is always welcome. Prometheus has some interesting tidbits.
But I would love is Olypmus and Styx got a deep dive overhaul.
And it would be amazing if we got the option for a full on story mode that takes us through various worlds, outposts, etc for a full on deep dive into the lore, the companies, the state of humanity, and individual characters we can interact with.
(Just no Escort Missions, everyone hates those.)