one_shurbbery

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Posts posted by one_shurbbery

  1. A sled or travois has been something requested a thousand times before, it’s just something I’m not for. 

    1. With the new technical pack, the moose hide satchel, and maintaining the well fed buff, you can carry up to 99lbs of gear, which I feel is plenty of equipment for traveling region to region. Adding a sled or anything else to increase carry weight beyond what’s already in game would take away from the need for weight management. 
    2. It’d even be difficult to travel with as it would slow you down and you can’t have it equipped while climbing ropes or whatever. Also unless it’s a equip-able accessory, it would probably get stuck on terrain. So it’s be something you could only travel short distances with before it becomes impractical, at that point you might as well have carried everything in your pack. 
    3. We already have rock caches. Just store extra loot in a cache or somewhere like a locker or something in different regions. 
    • Upvote 4
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  2. On 1/11/2021 at 9:56 AM, UpUpAway95 said:

    This is a small change that would really cut down on the "litter" on some maps for me.  Once tinder is no longer required, I usually opt to leave the cat tail heads behind while harvesting the cat tail stocks.  The game currently then just drops them at the base of the plant and there they sit for the rest of the game unless I go to the extra trouble of collecting them all and deliberately storing them in a container or burning them up as tinder. 

    Is it possible to make the cat tail heads specifically despawn when the "Leave it" option is selected while harvesting only while having them not despawn if dropped manually from the player's inventory (so that people could still drop them by their campfire sites to be used later as tinder if they so wish).

    Something I've been hoping for is for cattail heads to be used in crafting, mainly as added insulation. Maybe the down could be used to modify socks to increase there warmth rating. Cattail down could be something required for the bearskin bedroll, instead of cloth. 

  3. 1 hour ago, Istvan82 said:

    Maybe if cougars are added you could tell you´re in a dangerous area because of claw markings in trees (similar to the moose marks we currently have), so you better watch out or get out from that area ASAP.

    That's actually a very good idea :)

  4. 43 minutes ago, Dancewithknives said:

    First, I just want to say to improve the range on the thing. Ive wasted so many rounds with what should be solid hits on wandering bears and wolves that were outside of range. I’m not asking for a 1000 yard effectiveness, but if i can count the antlers on a deer in a bright day in Pleasant Valley, I should be able to hit it.

    I agree. I also would like to see the rifle be a more effective long range weapon. Right now range increases with skill level, which I also disagree with somewhat, I think more realistically rifle stability should be affected instead. However, I understand this is most likely the case as it seems the bullet travels based on the center of the screen. I'd also like to see some basic bullet physics to compensate for this longer range, nothing as extreme as say Arma 3, but something like trajectory being affected by wind. I doubt bullet drop would become a serious factor due to the size of the current maps, but it could be considered. 

    43 minutes ago, Dancewithknives said:

    Bayonet: the enfield bayonet could be installed onto the rifle and it could be used as a 1 time get-out-of-jail card for a bear. Essentially the player, if they have a struggle with a bear like in EP2 with the spear, you could raise the bayonet and the bear will fall on it, breaking the bayonet but causing damage and run away immediately. Also, i want to note that I’m not familiar with the Enfield bayonets. They could possibly be used as knives or not if the bade itself wasn’t designed to be sharp. I would appreciate if anyone could clarify that detail. 

    A bayonet, although very unlikely to find, could be an interesting item. I don't like the idea of it being capable of defending against bears, but rather something to jab at a oncoming wolf. Problem is bayonets aren't something that'd be carried by Canadian Rangers (at least to my knowledge) and have generally gone out of favor in modern military usage anyway. Also with bayonets, they don't necessarily have to have a sharp blade just a strong sharp point, hence why some bayonet variants for the Lee Enfield (that I'll show below) are simply a sharp spike. 

    38a6536e506b7a13ddd242503723dc29.thumb.jpg.3f5891a1029f83342c7caad4b7cf8c79.jpg

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  5. On 3/8/2021 at 8:20 AM, Mroz4k said:

    One thing to remember about cougars - such as most feline predators (save lions), they are loners. They would not coordinate their attacks. Also, unlike wolves, they are not stalking-king of predator in a sense that they dont stalk and run down their prey. They are ambush predators. Nocturnal - now that is an interesting concept, but not sure how well it fits the game. In TLD, one does not have much reason to stay outside during night unless traveling. The encounter rate would be lower for that reason. I think it would be fine if they were encountered all throughout the game, but it was neccesary to spot them and keep them in sight - with them, being able to ambush unwary players and being very silent in their approach. Just thinking that makes my skin crawl. Such a predator would be apex in The Long dark. 

    Reminds me of this video

    My only concern about cougars are them becoming game ruiners or just reskins of wolves. If they just came out of nowhere and attacked the player, it'd piss of alot of people lol. Hence why I think they should give some audible warning (a hiss or a scream) and attack based on line of sight. They would also have a morale system similar to timberwolves. Imagine going through an area like ash canyon at night and you hear this blood-curling scream, then frantically look all around and then finally see just a pair of glowing eyes coming towards you. It then tries to circle you so it can attack from behind, you have to stand your ground and keep your eyes locked on it to prevent the attack. Marine flares would also be useful.

    I remember seeing on Alone, during one of the the seasons that take place on Vancouver Island if I'm not mistaken, one of the contestants had sewn "eyes" onto the back of his hat in a effort to prevent cougars from ambushing him. Maybe if cougars are added into the game there could be a special wool toque with eyes sewn onto the back that decreases cougar morale. 

  6. Could be something to cool to find in a ranger station on maybe a new map or something. Basically I imagine it being a tougher version of the existing knife, that doesn't lose condition as fast. Maybe a bayonet for the Enfield, although I find it unlikely that Canadian Rangers would carry one. It'd function like a spear would and be useful for only wolves or timberwolves, especially if you've run out of ammunition.

  7. I think this is a fundamentally good idea, would help especially with the lack of bandages in the long game. Bandages used for sprains should be fine to reuse after maybe an hour. For and after bleeds though is a different story. Dirty bandages though shouldn't be useable in my opinion, you should have to boil them in potable water first before they could be used, granted with condition lost,. Plus considering all or at least most bleeding injuries in game come with infection risk anyway, a dirty bandage should just cause immediate infection.  

     

     

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  8. 4 hours ago, Mroz4k said:

    Coming into the conspiracy-theory area, and possible Story mode spoilers - I think there is also a possibility that it could have been used for more sinister reasons than that. If it were used for some secret research and was actually responsible for the phenomena of aurora. As in, aurora and the surrounding EMF effects were a result of some failed experiment, performed on-site of the island. It does not fit well with the general TLD setting, I know it feels more sci-fi-ey then the usual, but the lore indicates that Astrid knew that the aurora was coming... its entirely possible that there is a dark, hidden plot in making that has something to do with The long dark aurora weather being the main plot of the story, and that the story that Astrid told Will about someone, being very sick on Great Bear, was just a ploy to get him to agree and deliver the case with a possible countermeasure to that experiment. We know that Astrid is a researcher, not a doctor in a sense that she regularly treats patients. She also tends to pick great fights. 

    It is possible that this could be the plot of episode 5, and that by finishing the story mode this story of an experiment will be revealed to public, the effects of the island would not be removed, and the island becomes deserved - hence the setting for Sandbox happening some time after the Story mode is finished and after the island was already deserted. It would tie everything together very nicely. 

    Great idea, I like reading conspiracy theories so this would be something right up my alley. I assume you're referencing HAARP (High-frequency Active Auroral Research Program) based in Alaska. It's a popular target for conspiracy theorists who claim the US is trying to weaponize weather. Notably it created the first artificially produced aurora back in 2005. It should also be noted the weather weaponization has been something done by the US military before, notably during Operation Popeye where cloud seeding was used to flood the Ho Chi Minh trail. The military ended HAARP back in 2014 and since 2015 the array has been under ownership of the University of Alaska Fairbanks. Admittedly the HAARP array does look kinda creepy, imagine coming across it in game as a map.

    That'd be a very fascinating angle for the game to take, the auroras being results of a failed military experiment. Perhaps some Canadian military offshoot of HAARP. It'd add very bleak commentary on man's tampering with nature and the recklessness of the military-industrial complex. 

    https://en.wikipedia.org/wiki/High-frequency_Active_Auroral_Research_Program

    https://www.livescience.com/124-artificial-neon-sky-show-created.html

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    • Like 2
  9. On 3/5/2021 at 8:32 AM, Syraith said:

    Hallucinations like wolves that aren’t there, or fishing huts/buildings, etc. to throw you off. Would say seeing people but that would be an obvious one to know is fake. Could still add to the environment though.

    Hallucinations were an idea I’m sort of open to, regarding the topic of added mental health effects. However I don’t want to see a sanity meter in the game. To me it’s a mechanic I think would detract from my immersion, but I digress. I’d be down for something like auditory hallucinations or simulated tunnel vision for long term starvation, dehydration, or cabin fever. Subtle things like the survivor breathing heavier from anxiety or the growling of the survivor’s stomach sounding more like the growling of wolves. Tunnel vision where the peripheral vision on screen becomes more blurred overtime. Motion blur could simulate visual hallucinations. All these things will be unannounced and be just little cues to the mental health of the survivor. I definitely don’t want a sanity system like in green hell where shit gets ratcheted up to 11.

  10. @Mroz4k Thanks for commenting, sorry for such an exhaustive list. In all honesty I actually appreciate the bluntness. You made alot of great points so I'll do my best respond to some of them for the sake of furthering discussion.

    1) To clarify, I was thinking that maybe being at starving for 24 hours or ravenous for 30 hours would work before starvation risk sets in. I must've missed typing that in the original post. I further go into some of my thinking in a prior response. What I'd really like to see is the system working off the average calories consumed and average calories expended stats, as the starvation risk bar should increase faster the more calories you are expending. 

    2) I think the nutrition system would be good, maybe it could be saved for a sequel. Originally, I had the idea of benefits of different foods if balanced in diet. Balancing fat would increase warmth rating, but too must could cause you too fatigue slightly faster. Protein would increase stamina and carry weight, too much causing protein poisoning affliction. I later settled on just expanding that to the existing well fed buff, because I felt that it'd be too difficult to implement. I also don't want to see the caloric values changed. The nutrition system I propose I think would serve best as a jumping off point if the game wishes to expand on it. Vitamins could be implemented with afflictions like scurvy, giving teas more usefulness in diet. 

    4) Have it so mitts come off automatically or manually when selecting weapons in the settings. That way if play want the tedium of having to remove mitts manually first they can have that, if not no big deal. Personally I think it could an interesting mechanic. Maybe add a special pair of military issue mittens that have trigger fingers to negate the issue entirely. 

    5) I understand your concern. To clarify it'd work by collecting fire embers and be used to possibly start a single fire. It could be a skill unlocked at a higher fire-starting level, maybe 2 or 4. I definitely think more fire-starting options would be good. Maybe harvestable flint found throughout the game world that can throw sparks with the back of a knife or a bow drill fire could be added. 

    6) I really love your ideas for bandoliers for rifle ammunition or an arm guard for bows. A quiver could be something crafted to also make notching arrows faster. As far as animals are concerned, I know mountain goats live on the coast of British Columbia and their wool has been used by the Coast Salish peoples for weaving. I think they'd make a great option for a map-specific animal (maybe good for Timberwolf Mountain or Ash canyon). Cougars are something I know alot of people want added. Vancouver Island has the highest concentration of cougar in North America. Again I'd like to see them been map specific animals. One of my ideas for cougars was for them to be nocturnal and them to stalk the player when out of line of sight in a way similar to the librarians in the Metro games. You'd have to stand your ground and keep them in sight to avoid attack. Cougars could operate off a morale meter similar to the way timberwolves work. They'd work good in places like Ash Canyon in my opinion. 

    1557984_Mountain_Goat_Enchantments_Basin.thumb.jpg.233d66870842eca531c6c8bbd400bb49.jpg

    9) Great points. I mainly meant falls sustained from "mountain-goating," or trying to descend from areas without using ropes. Is somewhat disagree with broken limbs happening from prolonged sprains, I think they should be rare occurances, but I like the consideration. 

    10) I personally think it'd be a nice touch, but I understand the concern for resources being used for admittedly such a minor thing. It could be something for a sequel. 

    11) This, hence why it was so low on the list. Despite it being my dream DLC for the game, I agree it'd probably work better as a complete prequel to the Long Dark. Maybe have it tie in with a story mode, where you could play as one of Jeremiah's ancestors.

    Again thanks for the feedback. 

  11. I like where your coming from, however I think it’d make the game way too tedious. Despite me usually wanting realism, the way all the clothes just magically fit is just one of the things I chock up to it just being a game. Plus I’d hate it if after searching everywhere for a pair of mukluks only to find a pair too small lol. Also great title. 

  12. To me the actual player serves as the morale mechanic. I feel like adding an in-game morale or emotion system would make the game way too tedious and that the emotions of the player would outdo any implemented system. 

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  13. I think sweating could definitely be a mechanic considered, however I doubt it’ll be implemented in the current game, maybe a sequel. It doesn’t make sense for my survivor to forge inside while still having a bearskin coat and other gear on without getting drenched. I’d like the mechanic for situations like that. Being at feels like temperatures over 90F for awhile (say 30 in game min) could lead sweating, effecting inner clothing layers. I usually strip my character a little before forging for my own immersion, but I think having a sweating mechanic would add points to realism Maybe make forging a more complicated process; you can’t forge kitted out or your clothes will be soaked, but not naked or you’ll burn yourself. 


    For strenuous activity like sprinting for a long duration or climbing ropes, it could produce gradually make your for the inner layers of clothing wet from sweat. A big deal for mainly the beginning of a game when you don’t have any outer layers yet. Early game players will have to stop periodically to start a fire and dry out your clothes. Would add more usefulness to wool clothing for inner layers as wool still insulates when wet. However I feel this would make the game too tedious.

  14. I really like the idea of fish snares. Here's an example of a ice fishing snare from a old survival manual I have:   A07BD2A2-6055-4529-8AF1-E11C74B99D93.thumb.jpeg.30202b7ac743f345d828237ca870a40a.jpeg

    I was also thinking about the possibility of crafting gill nets or small fish traps to be used in coastal regions like BI, DP, and CH.  Would yield more fish, the only problem is braving the weak ice to retrieve it. 

    fig8-19.gif.46c9b1565337a6f16266ffa344df5689.gifFigure-8-21.jpg.82abc91ed7e81be82b22daccc87424ff.jpg

     

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  15. I think if the spear is added to survival mode it should be nerfed a bit. Maybe instead of using it on bears, it'll be useful for wolves, in particular timberwolves. I imagine a spear would be most useful for interloper journeys into Bleak Inlet. 

  16. 39 minutes ago, Mig_zvm said:

    I get this feeling like TLD is nearing the end of its development.  Maybe there is still a bunch in the works yet to be released, but I suspect this is gonna be the last year we see any major adjustments(I could be wrong and a deeply hope that I am).

    I have the same feeling in a way.

    41 minutes ago, Mig_zvm said:

    My problem is that there isn't quite enough to do once you are stuck inside from a blizzard, besides prep mushrooms, repair gear, strategize your next move and wait basically.

    I forgot this. I commented on a thread about candles, I forgot to put that on the list tho 

     

    44 minutes ago, Mig_zvm said:

    I would also like to add that I think one of the great things TLD has going for it is it's simplicity.  So, I would worry about making a game where you are always monitoring and maintaining many different "spinning plates" instead of stopping and admiring the sheer beauty of it all.

    That's also my concern considering alot of my suggestions, which is why I wish to discuss them with people. I do think simplicity is something the game should balance when implementing anything, which I think Hinterland does a good job at. That simplicity is definitely one of the core tenets of the game. That and the degree of realism in survival mode is what got me playing and keeps me playing. Thanks for your comment :)

  17. @LoneWolf5841 Thanks for commenting :) You made some great points so I'll try to respond to some of them.

    1) True. IRL, a human being under normal conditions can generally go 3 weeks without food. According to the wiki's section on hunger: "When no more calories are in the calorie store, condition drains at a rate of 1% each hour. Dying of starvation will, therefore, take a little while, and will require four game days if starting from 100% condition." Also from the wiki: "A player that remains starving for more than 24 hours will start to have their fatigue affected; the maximal amount of energy that the player will be able to acquire through sleep will start to decrease, which is represented by the red color that starts filling up the inside of the fatigue bar, as well as by the yellow exclamation mark that appears next to the eye icon, symbolizing the fatigue bar. The maximum amount of fatigue that a player can have will decrease by 2% per hour, with a maximum decrease of 50%. Once the player has started eating, the fatigue cap will decrease by 5% per hour until it is fully removed. This issue is easily solved by consuming food, the red color won't vanish immediately, but the player will be allowed to gain full energy from sleep right away." So currently in-game the effects of starvation occur much faster, which I think makes some sense considering the amount of calories one may expend in a survival situation, especially in a cold environment. My bad on calling it an exploit, it is a legitimate way of playing the game. I thought maybe a better route would be to go off the average amount of calories the player expends and average calories consumed, which is something the game does track in the stats page. The more calories you expend, the faster the starvation risk bar goes up. 

    2) I somewhat agree that it may be hard to implement. I do think the system I propose would be the easiest way, at least the easiest I could think of, to implement a nutrition system. Not as extreme as Green Hell, but something at least. The main thing I would try to get at with a system like this is the importance of fat in a cold environment. Like on shows like Alone for example, contestants in the Arctic are always concerned about not getting enough fat in their diet for a good reason. I do hope that if they don't implement this in the current game they'll consider it for a sequel. 

    3) I disagree about adding a morale bar, even tho it is an interesting idea. IMO, the player is the morale system. Alot of people admit that things get very boring late-game, leading them to quit and start a new game or do something reckless. I think relying on the player's investment would do a better job in immersion than a bar. 

    4) I got the idea from a set of military mittens I have that are meant to be worn with seperate wool liners. They are very warm together however hard to do anything with the bigger outer shell on lol. I get why it could be annoying in an emergency to have to take off mittens in order to fire a weapon, maybe they could come off automatically when the weapon is selected or it could be an option in settings to have it be manual. 

    7) I like this idea even better having it all be one button. I play on PC so I forget to take into consideration controllers. 

    9) I'm honestly unsure on this one too. I do think it'd be a good addition considering we already have broken ribs. 

    11) Yeah I doubt I'll ever see it, but I think it would definitely make a great sequel (I guess it'd be more of a prequel) or better yet DLC. 

     

    • Like 1
  18. After about 500 hours, these are some of the things I think the game would benefit from or at least things I'd like to see implemented. Let me know what you think. 

    1. Starvation as an affliction. Being continuously starving or ravenous for 30 in-game hours will cause you to develop starvation risk, shown as a progression bar similar to how hypothermia/intestinal parasite risk already works. As the meter progresses you'll gradually get de-buffs to fatigue, by 1% per every 5% of risk with a max fatigue lost being the current 50%. It will decrease by say 5% per every 200 calories consumed. However, when the bar reaches 100% starvation becomes a full affliction, causing freezing rate to increase (starving should make you colder as you’re losing fat insulation), gradual condition lost, and carry weight to be reduced by 11lbs. It's full affliction can be treated/mitigated by being above ravenous for at least three in-game days; you can't get the well fed buff while recovering from starvation. This way the game is more punishing for players using the famous hibernation exploit long term, while still allowing players to briefly starve for a short amount of time before it becomes a full affliction. Starvation could effect the appearance of the survivor in the clothing menu making survivor could look more gaunt; eyes sunken in, ribs showing.
    2. The addition of a nutrition system. It would make calorie consumption a more careful decision process and force players to hunt/fish more instead of hoarding canned foods in one spot. Different foods could have different nutrition stats along with the current calorie counts showing fats and proteins. For example, rabbits being extremely lean irl are mostly protein; bear meat containing alot more fat in comparison. Protein poisoning (rabbit starvation/mal de caribou) could be another risk bar players could get if they don't get enough fat in their diet, with the full affliction causing fatigue and hunger rate to be increased. Both the bar and full affliction can be mitigated by consuming more fats and less protein till the bar becomes lower. Too many fats in someone’s diet could cause fatigue rate to increase a little. The new Well Fed buff would also offer added cold resistance as well, similar to the cold fusion feat, and be achieved by preventing both protein poisoning risk and starvation risk for three days. 
    3. Deeper cooking mechanics. It’d be nice to be able to mix/cook different foods into recipes for higher calorie foods like stews or pemmican. For example; pemmican could yield around 2,000 calories. I usually like using the MRE's as emergency rations due to the high calories, so having a crafted option would be great late-game. These recipes can be something unlocked through cooking skill level. With the nutrition system, they could also add necessary fats or proteins to different foods. For example; stews could yield a little bit of fat content in comparison to just regular cooked meat. Cooking recipes could be something only done with the cooking pot, giving players more incentive to carry one.
    4. Another slot for gloves (inner and outer layer). Have small gloves like driving gloves or cloth hand wraps as an inner layer, and large gloves like the rabbitskin mitts or gauntlets as an outer. Potentially have this further effect gameplay than just warmth, for ex; you can't fire a the rifle or revolver while still wearing mitts.
    5. Carrying fire. Being able to carry smoldering fire coals in fire bundles made of birch bark or containers like recycled cans and old man's beard lichen as filler to keep the coals smoldering. A fire bundle could last about 6 in game hours and only be used to start one fire, saving the amount of matches used and the lifespan of firestrikers.                                                    9FA75457-6528-46BA-9BC8-266B5FC32EDD.jpeg.235fd23c8741f27003444480b877cb3e.jpeg
    6. More crafted items. Maybe a buckskin shirt, similar in stats to the fisherman's sweater with a higher waterproofing (50%) and protection rating (8%), but slightly heavier (0.7kg) and less warm (1.7 C). Matches with the deerskin boots and pants so it's very fashionable. Socks could be further insulated by up to .3C by adding cattail down to them, giving cattail heads some usefulness after fire starting level 3.  Deerskins could also be sources for leather, maybe one cured deerskin could yield two pieces of leather that takes another 2 days to cure. Cured leather could also be used as a strop to sharpen axes or knives, however being less efficient and effective than a whetstone. Bough beds already exist in some caves in-game. They could be be crafted from sticks or branches and be immovable once placed in a location, and decay in a rate similar to snow shelters. More edible or medicinal plants or fungi could be added, some examples; horsehair lichen (Bryoria fremontii), which can be eaten if boiled or crafted into bandages, and root chicory (Cichorium intybus), which has been historically used as a coffee substitute.                                                                                       Buckskin-Pullover.jpg.84aa6ee97fba4c2ecfbb33e43243a4e4.jpgtumblr_ny2ogbd0cb1tmun60o1_1280.thumb.jpg.113d61ef6cb2d977e498fbaa85308342.jpg
    7. Held equipment inspect key and animations. If implemented they count get rid of the ammo count for guns on the bottom right of the screen, making the game a little more immersive and challenging the player to keep count of their ammunition. The rifle having an animation where the bolt is partially opened to check if it's loaded; the revolver by opening the cylinder. Visual cues could serve as ways to tell a held items condition. Lower condition weapons like the revolver and rifle could have more dirt or rust on them compared to newer weapons. Bows could be checked for fraying on the bowstring so you can differentiate between selected bows of different conditions. 
    8. Make the Bearskin bedroll more durable. In my experience (I mainly play stalker difficulty) the bearskin roll decays way to fast when not in use and takes too much damage from animal attacks to be worth the effort in crafting and maintaining. Perhaps I'm experiencing a bug, but every game I've crafted a it, it usually only lasts about a week before its stats diminish below that of the standard cloth bedroll or gets ruined.
    9. More injuries like broken limbs during falls. More severe falls that don't outright kill the player will result in a broken leg. Broken legs will cause players to walk with a limb until treated (if both legs are broken the player will be reduced to a crawl), pain, and cause a permanent condition damage by 2%, and last about 5 days after treatment, that requires a traction splint made from cloth and sticks. Broken arms could be something that happens randomly during bear attacks or after falls, that prevent the player from firing a bow or rifle, or aiming with the revolver or flare gun and lasts about 3 days after treatment, requiring a arm splint made from sticks and cloth. 
    10. Character customization. A character creation menu at the start of survival mode would be nice. Options to change skin color, hair, and facial features to add a degree of personalization, rather than relying on the Will and Astrid character models.
    11. A mountain man themed DLC or sequel. I always try to be Jeremiah Johnson in game so why not take it further: a survival mode DLC based on the early 1820's during previous aurora event (maybe the "first flare" wasn't the first). Instead of crashed pilots we could be lost fur trappers. It would require completely redesigning most of the existing maps, removing of course much of the buildings, the roads, and railways and reverting them to full forests, making the maps seem familiar but with new features. There could still be abandoned cabins or trading posts, or remnants of native settlements. The game-mode would have period accurate equipment like flintlock muskets, etc. and force players to rely on natural alternatives to things found in the base-game. Many of the aforementioned suggestions would work with this game mode. The setting could provide subtle hints to the early history of the island and it's original inhabitants (along with their interactions with outsiders and/or what happened to them).                                           image-20160228-26697-fgiu0x.jpg.fc14751f9a680b654a9477c887adaa0d.jpg
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  19. I think one of the problems is the time period the game is set in, although I'd definitely like to see some more allusions to native peoples that inhabited the island. It could be possible that at some point the native population left the island at some point for some reason. Maybe the aurora event we see in the game wasn't the first. The towns and areas we see in game could be rather recent developments; the new settlers failing to learn from it's previous occupants. 

    One of the things I wish they'll add as DLC is a game mode based around the early 1800's during a previous aurora event. Instead of crashed pilots we could be lost fur trappers.  It could completely redesign of most of the existing maps, removing of course much of the buildings and the roads/railways and reverting them to full forests, making them familiar but with new features. We could see the remnants of native settlements similar to tribes like the Kwakiutl, the Nuu-chah-nulth, or the Coast Salish that inhabit Vancouver Island. The game-mode would have period accurate equipment like flintlock muskets, etc. and force players to rely on natural alternatives to things found in the base-game. Maybe it'll make a better sequel.