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Noticed Problems and some solutions.

Firstly. I should state my own opinion to let my biases be known: I am for the implementation of violence in S2. I will not whine about it (I am not dev on the team so I have no say anyways) I just think survival games should allow you to attempt to survive and extremist pacifism mostly stands in the way of that.
With that out of the way, the second thing I should address are the most pressing (in my amatuer opinion) issues presented with the current mechanics.

  1. Limited variety in defensive options.
  2. The lack of a way to vent frustrations against the hostile fauna.
  3. The lack of a way to secure base locations or pacify an area.

Tackling these issues is honestly a huge task, especially since the most thourough way is to rebuild a major part of the game, but that’s impractical so I’ll try to think up smaller ways to improve the current systems.
Problem 1. The variety issue can be solved easily and pretty naturally since I’m sure there’s already plans to add more options anyways, but honestly the universal usuage of the defensive options leads to stale gameplay.
Solutions:

  1. Add more options to the game to pacify and deter creatures.

    Obiviously more tools (tranquilizers when?), but what about buildings or creatures? Exploiting behaviors in creatures is a very human thing to do, whether it would be tricking mangoes into swarming a decoy building further away from your base, or hanging near a larger predator. This idea, stupid as it sounds has merit, in nature there were predators that absolutely can hunt and feed on humans, but chose not to, fearing the capabilities of unkown prey. This would mean that there should be creatures on Proteus who are still aggressive and territorial, but show some leniency to humans in particular, creating a sort of semi-safe zone around that particular predator’s habitat, they absolutely would tear apart a person if they got too close, but choosing to play it safe and coexist is also a very natural decision for an animal.

  2. A tameable creature, or a nuetral creature that can be used to evade hostile ones.

    When writing this one I was thinking about the shell on Coral Crabs. What if you could swim inside it and hide from a more dangerous fauna, honestly you could probably just copy and paste the tadpole passenger code and modify it to drop aggro and prevent damage while you hide.

Problems 2 and 3. Probably though I’d have individual answers for all the problems I brought up huh? I’m only human and I’m writing this after a long shift so sorry, this should still be pretty good though (even if it is really idealistic and would probably be a bit of a hassle to set up).
The main solution I can think of (and a byproduct of it I guess which could be ignored because it is probably too much):
Add a relocation mechanic, where instead of killing the predator you relocate it (probably with the hauler chasis) to a compatible biome, increasing risk there while decreasing risk around your base and resource locations. (Idiotic rant about biodiversity starts here, skip if you want:) It would also remove a large part of the food chain in that area so the player would face new challenges, a boom in smaller fish causes a drop in plant life, so the player would need to build plant boxes or some seeding building to counter this artificially, a system like the base power system would probably be needed I suggest the Biostability system. This would work in reverse as well, the area you sent that marrowbreach to would see a decline in small fish and a boom in plantlife, creating a toxic environment for any creature. The player’s options here would be let the area become unhealthy and risk the predators they sent there returning to their base or also managing that region as well (the big moon fish could probably be moved to these regions to provide more small animal life). If the player ignores biostability long enough both places will go barren for a time, and maybe some bloom could sprout there I don’t know, before returning to normal. (Idiotic rant ended.) To avoid the player just cramming all the mangoes and marrowbreach into one or two locations that are easy to avoid, just make it so that they’ll get chased out of the overcrowded territory and head back home.

Really, securing your base should be a big deal. It should feel like an achievement and also be something you have to constantly maintain.

Side note - Get rid of most of the universal defensive tools. The flare being a catch all distraction is boring make it lure creatures towards it, then make some of those creatures near immediately break aggro on the flare and target the player if they’re too close, I like the idea of the flashlight but it needs a buff and should probably make mangoes more aggressive because it helps with marrowbreach, add a tranq, I don’t care in what form as long as it isn’t gas, just make shelled creatures like hammerheads and crabs immune to it.

4 hours ago