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Dealing with aggressive Species, Quest of Study

As many noted, many aggresive creatures become rather an annoyance that you cannot properly deal with but not a real threat.

I though a rather cool solution would be to unlock countermeasures by going though some side-quests for most creatures. Each would begin upon first scanning it. The quests could be like finding their preferred hunting ground and installing a camera to provide NoA with data to study their behavior. These quests might reward you with dedicated equipment that scares a specific predator off or just consider you uninteresting. In some cases you might even get something to make them think you are a mating partner and protect you instead (imagine a research experiement going wrong, NoA figuring it out and having to explain to you)… The player could also learn a bit more about each species and its behavior to make them appear less generic.

This could work almost for any species. for the simple fish such a quest would reward you with traps to catch them for example. Strudying the giant crab could enable you to use it to find burrowed ore deposits (spawns ores), a bit like Sea Treaders in SB1. The hammerheads could provide you with a way to crack things open to gain some other extra quartz. The mini crabs? they surely could help on your grow beds with farming, right?

EDIT: it could even work with some of the flora - currently most of it has no real interaction and cannot be cultivated. but a research quest could ultimately unlock it by learning what extra requirements some plants may have. And it could even work for the simple sea grass in the shallows - on its own useless but it does apparently attract water slugs and one could learn to use that.

As there would be a lot of such potential quests, it might require a dedicated science station in bases to organize quest progress in a nice way for the player and allowing to further steer the progress each at their own place. it would make sense for the biolab to take over this job.

2 months ago
10

I also created a suggestion based on the same ideals, I would really appreciate if anyone can also support it to make this topic more relevant: https://subnautica2.nolt.io/8498

2 months ago
3

I think it’s an excellent idea.
It has the potential to become one of the signature systems of this game.
Not only does it provide players with a clear short-term goal, but becoming familiar with the creatures also aligns with the game’s philosophy.
It would also give NoA a meaningful reason to exist, instead of it currently just functioning as a distress beacon.

2 months ago
6
T

I like this idea a lot! The quests would be a great way to introduce players to more nuanced creature behaviors they wouldn’t notice playing normally.

It might also give more reasons to build NoA terminals! In my playthrough I just used the one from the lifepod, since I had to travel there to access my main storage anyways. Maybe depending on where you build NoA there could be different quests available (only containing creatures that are local to the region you’re in!)

2 months ago
7

This is a really amazing idea! I enjoy this a lot, I’ve always been meaning to have more of reason to try understanding the animals, it’d also be really amazing to have these understandings tie into how you deal with animals.

For example, Water Slugs? I didn’t know that they tried hiding in shrubbery or grassy areas! What if their side-quest allowed the player to discover the hidden underneath behaviors of animals? Both giving you the ability to carry over knowledge from save to save, adding replayability, and also encouraging the player to delve into the interest and studying of animals.

As it is: Fitting in the philosophy of SB2!

2 months ago
5

I like the general idea of further study (something more than just the scanner/bioscanner tool) opening up new options or technology. But ONLY for a FEW creatures, please.

I don’t want this game to become overloaded with repetitive side-quests.

2 months ago
2

Would be cool if you could use this to learn how to farm some animals, like both get items from them and get more of those animals

a month ago

Here are a some related suggestions:
https://subnautica2.nolt.io/12658 (make exploration more rewarding)
https://subnautica2.nolt.io/7289 (localtions with resource respawning)

a month ago