cacogen wrote: ↑Fri Dec 24, 2021 3:26 am
it's weird how the dream of a station on a planetary body was finally realised when they added ass to box and nobody batted an eyelid. we did have startoad's junglestation fork back in the day but after trying it out most people passed. the expectation vs. reality concept art pkpenguin posted does make you feel like this was going to be something special but any new map feels like that and then you play it and it's just more of the same
icebox is cool, really cool in fact, but not even close to the original concept for planetstation. that shit was gonna be multi-multi-z, we're talking up and down z levels with a bunch of z levels (z level in the classic sense) adjacent to the station in every direction
it's a real shame it didn't shake out. i think the biggest thing aside from all the new mechanics to support it (which we pretty much have for all the big ones, like up-down-z levels) the largest hurdle would probably have been mapping. icebox is one classical z level in width and height, and having an up-down-z basically doubled the size of it and made it a lot trickier to map. imagine another z going up: that would triple it. now imagine on every vertical z you have 8 more z levels to make a 3x3x3 cube of z levels and you've got 9 box stations worth of mapping, with the vast majority of them not taking place on a station, meaning there isn't really an existing example or model to base them off of. it is reminiscent of designing a whole ass open world game.
but goddamn could you imagine? trekking out of the station as a traitor, cutting through the jungle, swimming over to the AI island. even just that implies so many cool things we could add. all kinds of alien jungle threats, machetes and shit to get through em, underwater gear like maybe a whole ass scuba suit and sharks and shit (hostile fish could be "regular carp" lol)
its fun to think about because its hard not to be creative with it. but actually making it is just a looooooot of shit you have to do. maybe some day