by Kee_Valentine » Fri May 20, 2016 7:36 pm
The biggest problem I have with xenobio is two fold.
One, the seclusion. I understand that having slimes out in the open would be terrible, but since it's so far down and the lack of ability to make slimes useful in the game gives me no reason to travel down there at any point in game in the first place.
The value of xenobio in other games is that it can aleviate the pressure on some areas when the game is much faster. i.e. silver slimes can produce foods much more quickly than chefs if controlled right (and given good luck) however, considering the game's length, that issue never arises.
What would be far more interesting for me is if slimes could mutate to a degree, even more than they already do so. Imagine farming slimes when suddenly confronted by a sentient slime, or a humanoid slime, or a heavily aggressive slime, or maybe a seed is spawned that, when planted, grows slime cores of the slime that it would have produced, this would tie it in with xenobotany.
That kind of uniqueness is hard to code, I understand, but it's just an idea.
The other idea is something akin to what xenoarcheology can produce, artifacts or genetic alterations that have unique effects, and I think this would tie in amazingly with gold and silver slimes.
Anyone who makes the slime zoo (tons of gold slimes) knows that they can produce an array of semi-passive creatures (fuck space-bears) but if those creatures had more value in their passive state, it would make the zoos far more interesting to produce as something more than just a display piece.