Ahh, lovely. Thanks for this. It's nice to get a perspective from someone who hasn't practised the thing so much that they can punch their way through big blue aliens. Sorry in advance for the rambling.
Tips:
Why do the first aliens rush you? Good question. This is hinted at in the opening text if I recall - you've just crashed, rather spectacularly. There's a blazing fire nearby. The local alien population is coming to investigate, and if they see you - at all, then they'll attack you until you drive them away or kill them. If you leave the island as quickly as possible and avoid them, then you'll be less of a target, since they'll be more likely to investigate the island than roam around hunting for you.
* There's actually a major advantage for you on the island. You'll need to break the wood anyway for one of your most important survival tools, so it's no loss to use it smacking small aliens. Two hits should kill a small blue alien, so with two sticks next to your starting point you'll be able to weaken or take out most, if not all of your attackers, and the stick has a lot of knockback to keep you safe.
* There's one guaranteed set of Scrap Metal in the Lake area. With Kindling and Scrap Metal, you have a knife, a major, major upgrade over your punch (the knife deals multiple hits against targets and has better damage anyway), something that can kill most aliens without taking too much punishment in return.
* Tools give a bonus to all the loot you get from wrecks. If you want to be as clever as possible, break one stick, save the other. Use your new knife to carve yourself some wood. Break the knife back into scrap, use the wood to make tools, and only *then* scavenge your escape pod. If you get spare scrap metal, you can use it to make a new knife and keep the tools for any future wrecks you come across.
* The other tool with a bonus is the welding torch. With this and tools in your inventory (and an even bigger bonus if you're the android and your cutting torch is available), you'll get better loot.
* You can't get the best loot without having the right tools available, so if you come across a major wreck (large freighter, battleship etc, you'll be able to discern some value from the wreck's description), you might want to save it in order to get more, better, stuff by using all the tools available.
* I think you might have missed out on them, but don't underestimate melee weapons. With claws, you can make a knife, with claws and metal, you can make a sword. Maybe not as elegant as having a sword of metal alone, but it's still one of the best early game weapons. With your tools and some kindling, you could make yourself a spear, which is a dead-end weapon, but very much capable of wrecking some alien face.
* You might be sad to hear this, but you were seriously close to making something awesome with that Pulse Beacon. A Vibrosword can kill almost any alien (melee alien that is) and uses no ammo. It's one of the best possible weapons in the game.
* The bow and arrow doesn't have the best knockback, but it does pretty decent damage (you may want to stick to using it against larger aliens though, for several reasons). If you had some bullets, metal arrows cause bleeding and deal more damage and knockback than wooden ones. Explosive arrows or fire arrows will tear through aliens pretty quick too. Remember that the weapon is almost silent, this is not a small advantage. The captain can also upgrade the bow pretty easily to give it more "oomph".
* If you fight enough unarmed, the human will improve. It's better to practice your kata on something that won't "practice" back however. A fully upgraded punch will take a lot of practice, but if you have time and food to kill, may as well?
* Cook. For the love of god, cook. Cooked food often weighs less, restores more, and if you manage to prepare it, a few helpings of slow release energy should keep you well fed for days. You should probably cook all your food if you can manage it. If you can find it, I'd love to know which foodstuff sticks around permanently, sounds like yet another bug.
* Store your gear somewhere. You noticed this pretty quick, being overloaded will massively increase your fatigue/food/thirst/energy drain.
* The Ship Graveyard is definitely not an early game location, it's full of Reapers, the rain drains your energy and both can (and does) disable any and every weapon with an electrical component. There are maybe three weapons with electrical components that function within an electrical storm or stasis field. Note that this doesn't apply to non-electrical weapons, such as the welding torch, the sword, the bow or the spear. If you can't beat Reapers with melee weapons, then remember one very, very important fact: - Adult Reapers are blind, they are not deaf.
* Make, and use, armour. Scrap metal and a blue alien should set you up with an awesome set-up for most of the early game. Scrap alone for the android is vital (and why he needs such a large carrying capacity).
Note: Pebbles are fairly rare right now - this is sorta intentional. You're in a jungle, stones are uncommon. As stonier areas (or sandier ones) show up more, pebbles will be way more common.
Tzo Crystals are actually pretty common overall, since they show up in ice packs (freighters carry those as well as raw Tzo) and are plenty useful. Eventually there may be a renewable source of them, same with ether.
The same with bullets - you aren't going to find many just scattered around (you may, but they're non-renewable), but you will find quite a few when you start taking out gun turrets or marines.
Why was the pulse laser hard to use? It's very accurate last I recall, though not very good against organics. The bow and sling are a lot trickier, but the shottie is great at short ranges, and I think with claws equipped it becomes pretty lethal. Did you try using the regular laser pistol?
"Unarmed Safety" means that you shouldn't use your Punch or Knife (unarmed type weapons), rather than you will never be unarmed. It will always override this if you have no other melee weapons however, to keep you from being stuck without a paddle.
Glad you like the Yellows. In time hopefully I'll be able to add more "animations" (like the game over screen) to make your trips a little less "dark". You can actually get some use out of them if you're lucky too (I use them as helpful hypothermia cures, hot flushes and hyperactivity are almost instant cures if you're lucky enough to get 'em together).
I believe servos improve more than just carrying capacity, they should also increase the android's "strength". This is pure bonus damage for melee weapons, so don't ignore it. Same with the targetting laser, +2 damage per shot is pretty neat.
Android: Thank you. That is 100% what I was going for. The android is more powerful than the human, but they are not sustainable in a zero technological environment. They will get some more goodies (their cutting torch will get upgrades either this or next version), and ether-burning generators will help restore their power, but they will never have the ability of the human to subsist so easily.
I like your idea of Stored weapons. I may add in the future an "auto-reequip" and "auto-melee" option to the options menu, these will add markers that will:
a) Run a check when you have a weapon unequipped in the water and add a corresponding marker to reequip it whenever you no longer have the "swimming" token. I'll dovetail this into fixing the options menu to automatically reequip you (something that will involve so much work it's not even funny), so this will be very much end-game material.
b) Run a check whenever you receive an E.I or Swimming token and equip a melee item accordingly. This won't override your safeties, I may add a conditional for swimming that checks you're not holding any other one handed melee weapon if swimming, or a bow/sling if E.I'd. It's another long term one, but remind me if it's not in the next few versions.
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