
You might get a burning spider dropping on you from the ceiling. For example, monsters with spider legs can climb walls fiery monsters inflict burning.
Monster Generation: Right now, monster parts just have stat boosts, but eventually rolled monster parts will affect their behavior and abilities. There will be fractional difficulty (for example, Difficulty 1.12 in tier 1 would be easier than Difficulty 1.52, while still in T1) Difficulty will change within tiers as well as between tiers. Smoother Difficulty Curve: Better indication of the difficulty of an area. Instead of sector buttons you have to fly out of a sector and into the next one by uncovering more of the star map.
Ship Navigator Changes: Still not set in stone but the new idea is to give a local map with fog of war. Story Missions: Eventually each tier will end with a story mission that ends with the bosses you see now. Ore & Difficulty: Higher difficulty planets will have improved ore distribution.
Biome Hazards: Sandstorms, icestorms, meteor showers, toxic planets, airless planets. Spaceship Dungeons: Very large, size of a planet. Space Combat: Way in the future, expect space combat and the ability to board other ships. Underground: More secrets will spawn below the surface. More Planet Scanner Data: See details in the planet scanner like planet occupants/dungeons. Macro Terrain Changes: Affect an entire planet’s terrain and weather. NPC Spawners & Building Logic: NPCs will scan the structures you build around them and the contents of chests they will have improved inventories/behaviors depending on how valuable their surroundings are. Then salivate to the idea of randomly rolled monster abilities that correspond with their appearance, toxic planets, and (“way in the future”) the chance to board other ships.Īssassin’s Creed IV: the perfect gateway drug to future Starbound.
But try, for starters, the ability to rewire a planet’s weather systems on a macro level.