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Showing results for tags 'grounded 2 suggestion'.
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Il se trouve que j'ai quelque idée de projet pour les buggys de grounded 2. À vous de me dire ce que vous en pensez Premièrement, je tenais à dire que l'idée de rendre le jeu plus accès RPG est un réel plaisir à mes yeux, la synergie des classes est vraiment agréable. 4 classes sont un bon début, mais pourquoi ne pas en incorporer 1 ou 2 de plus. Une classe barde : la barde est une classe universelle des RPG. Que diriez-vous d'une classe jouant de la musique et des aire en plein combat afin de bouffer son équipe et debuffer le mob ennemi ? Des armes musicales créées à partir de corde vocale de criquet par exemple. Ou bien des instruments tailler dans des éléments naturels crémant des armes ne nécessitant pas forcément de tuer des insectes ! Une classe essentiellement multijoueur comme l'arc de reine guêpe qui pourrait aller de pair avec son buggys au combat pour être toute aussi destructeur en solo. Un invocateur : une classe très sous-estimée de grounded 1 notamment grâce aux nombreux bibelots d'invocation et d'épine, cette dernière pourrait être une classe adaptée au combat à distance avec notamment un sceptre pour invoquer des mobs de plus ou moins au niveau. Meilleurs un buggys dédier au buff de créature pourrait aller en synergie avec ces même invocation. De plus, il serait intéressant au niveau 3 d'offrir la possibilité d'invoquer 2 buggys en même temps pour le combat. Enfin mon ajout. Le préféré. J'aime particulièrement les buggys, ils sont excellents et offrent selon notre classe des possibilités de synergie incroyables. Un insecte qui supporterais les dégâts pour le rogue, le mage ou l'archet et des créatures plus accès dégât pour le guerrier, l'invocateur ou le barde ;). Voici donc mes propositions pour ces insectes incroyables : - Que diriez-vous de mettre en avant par exemple la personnalisation de nos buggys par exemples avec des armures, augmentant leur dégât, leur vie ou bien la possibilité de transport ? Un buggys contenant par exemples une broche à cuire serait excellant ? Ensuite poussé la possibilité de personnalisation, cela est dû à mon côté fan de rpg, mais que diriez vous d'introduire un arbre de compétences pour nos chères montures. Elles peuvent mourir en difficile, rendons alors important le faire de les garder en vie, de les entretenir et de les faire combattre avec un système expérience qui permettrait de faire gagner peut-être. Des attaques bonus, compétence unique ou augmentation de statistiques. Imaginons une orbitel qui pourrait mordre et empoisonné pour permettre au rogue de taper comme un bourrin. Ou une fourmi qui pourrait au combat appeler au renfort avec un couldown deux ouvrières pour l'aider sans aller les chercher ? Les possibilités sont infinies alors aidées nous à les propager même s'il n'incorpore pas ça. Cela peut tout de même amener des idées
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It just so happens that I have a few ideas for grounded 2 buggy projects. It's up to you to tell me what you think. First of all, I'd like to say that the idea of making the game more rpg-accessible is a real pleasure in my eyes, and the class synergy is really nice. 4 classes is a good start, but why not add 1 or 2 more? A bard: the bard is a universal rpg class. How about a class that plays music and airs in the middle of a fight in order to chew up its team and debuff the enemy mob. Musical weapons created from cricket vocal chords, for example. Or instruments carved from natural elements to create weapons that don't necessarily require you to kill insects! An essentially multiplayer class, like the queen wasp's bow, which could be paired with her buggy in combat to be just as destructive solo. Summoners: a much underestimated class in grounded 1, thanks in particular to the numerous summoning trinkets and thorns, the latter could be a class suited to ranged combat, with a scepter to summon mobs of varying levels. Better still, a buggy dedicated to creature buffing could work in synergy with it. What's more, it would be interesting at level 3 to offer the possibility of summoning 2 buggys at the same time for combat. Finally, my addition. My favorite: I particularly like buggies. they're excellent and, depending on our class, offer incredible synergy possibilities. An insect that can take damage for the rogue, mage or bowman, and creatures with more access to damage for the warrior, summoner or bard ;). Here are my suggestions for these incredible insects: - How about, for example, customizing our buggies with armor, increasing their damage, life or transport capabilities. A buggy containing a cooking spit, for example, would be excellent? Then push the possibility of customization, this is due to my rpg fan side but what about introducing a skill tree for our dear mounts. They can die in difficult situations, so let's make it important to keep them alive, maintain them and make them fight, with an experience system that would allow them to win. Bonus attacks, unique skills or stat increases. Let's imagine an Orbweaver that could bite and poison, allowing the rogue to strike like a madman. Or an ant that could call on two workers in battle to help out without having to go looking for them? The possibilities are endless, so help us spread the word, even if it doesn't incorporate these ideas!
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Hi Tech Team, A prominent problem of co-op games with localized hosting is the fact that the game drops when the host leaves, kicking all other players. As these types of games do not typically offer an in-game pause option & generally have aspects of survival involved, I propose an alternative solution that may have a positive & lasting solution on the industry as a whole. Host Swapping/ Sharing: Simply Put - The game switches host, instead of closing down. Detailed version: Currently Localized hosting basically works by having one person (the host) run the server logic (world state, AI, physics, etc). Other player then connect to the server via the host's I.P, Input data is constantly sent to host (actions, movements, state changes, etc). Suggested Changes: Instead of the server being hosted by an individual, it would be hosted by a Priority List, with said individual being the first in the List. Other players would thus also connect via the same Priority List (with the host as the only real priority here). The key difference is that players would be given the option to opt-in to joining this Priority List for hosting (in the game options or something less intrusive). In the event of the Host leaving, instead of the server shutting down. The server enters a freeze state, selecting the player with the highest priority to become the next host (average latency, upload speed, hardware, etc) The world state is then passed to the new host, along with re-initializing AI and other run-time processors, etc. At the same time other players are re-directed to the new host. After a stability check, the game can unfreeze and continue from where it paused.
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I love the idea of buggies used for traversal. I want to flesh traveling just a little bit more with a suggestion that doesnt rely on buggies or ziplines. SUGGESTION: I think its safe to assume that alot of players in Grounded came from gamepass so i'd like to turn our attention to another phenomenal gamepass game: Jusant. Jusant had an incredible climbing mechanic based around stamina management and the amount of pins the player that could be upgraded. I think Grounded should adopt a similar climbing mechanic. Have the players be able to climb vertical walls, stems, incline rocks, pots, etc. Using their hands and stamina. This would obviously be limited by distance and stamina drained. However, if we can take some bug parts and make either a special bug armor or climbing equipment we could expand the distance and enhance stamina drain during climbs. I feel like climbing can open up the design of some environments and also make traversal more rewarding. We could even have special items tucked away nocks and crannies that can only be found by climbing. I think having different options for traversal is good to cater to different kinds of players.
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In Grounded I did not like that I had to travel all the way back to my base in order to craft food, smoothies, or in general anything that can aid in my travel or fighting. Ziplines are not the right answer as you still have to travel to built ziplines in another location, and theyre also not fun. Recently I played Outward and my word. That game does traversal with items and craftables perfectly. Instead of being bounded to one location in Outward you can bring utilities along with you. So, my SUGGESTION: Allow the players to craft portable utilities that can be placed down and picked back up without having to recycle any parts. To make things a bit more balanced. The portable utilities wont be as effective as permanent utilities. For instance a portable version of a smoothie would be a small chemistry flask that can easily mix a few items together but the effects wont be as potent or the amount of items will be limited. We could even make smoothies be made in batches of 3 in permanent utilities and with the small flask only 1. Another example would be a skillet made of bug parts that can be used to make food thats better than roasting aphids and weevils but less advanced than a cooking stove. To reiterate the whole point of these portable utilities would be encourage the Nomad playstyle. Players that dont want to be bounded to one specific location and can move around the entire map without having to go back to one location. A true adventurer playstyle.
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Overview This is a fan-made concept proposal for a potential grounded 2. It builds on what made the original great and expands it with scalable, optional systems designed to deepen gameplay, encourage player strategy, and bring the park to life like never before. From siege weapons to insect politics, everything can be customized to match your style whether you're a builder, explorer, or war strategist. Advanced Base Defenses Add new medieval-inspired and insect-tech hybrid defense structures to protect your base during bug paybacks and faction raids Ballista Turret Large, slow-firing bolt launcher. Devastates large enemies like stinkbugs or wolf spiders. Hwacha (Arrow Barrage Launcher)Launches a flurry of small arrows over an area. Excellent against groups like soldier ants. Mounted Bow Launcher Accepts different arrow types (gas, venom, fire, splinter). Manually fired Spike Pit Traps & Drawbridges Physical base traps to control terrain and funnel enemies into kill zones. Goo Mortar Lobs sticky bio-slime that slows enemies in a wide radius. Decoy Beacon/lure traps Attracts bugs to a specific point in your base during raids to control enemy flow. These devices could be powered by advanced crafting materials or insect parts from new high-tier bugs. Faction Warfare System (Optional & Scalable) A dynamic insect war system that adds intelligent enemy behavior, territory control, and player-driven conflict. Fully optional for players who want a more intense survival experience. Key Features: Organized Bug Factions: Only bugs with structured hierarchies (ants, termites, wasps, etc.) participate. Faction Paybacks: If you attack their base or leaders, they’ll organize retaliation attacks with increasing strength. Counter-Raids: If they succeed in a payback, you can launch a structured counterattack raid their camp, eliminate leaders, or sabotage their outposts. Temporary Occupation: Bugs can claim nearby landmarks/resources after a successful raid but never your main base. Soft Territory Control Claimed areas become more dangerous (ambushes, or, hostile scouting patrols), but are never fully locked off. Bug Diplomacy & Insect Politics Factions don’t just react to you they react to each other. Dynamic Inter Faction Relationships: Allies: Ladybugs and aphids, termites and beetles, etc. Rivals: Red ants vs black ants, wasps vs spiders, termites vs bees. Neutral: Some bugs ignore each other unless provoked. Influence the Ecosystem: * Help a faction, hurt another: Gain or lose reputation. * Craft pheromone bombs or decoys to start inter-bug wars. * Unlock special quests, trade, or defensive alliances with certain bugs. Player-Controlled Difficulty: Faction War Toggle: Turn the whole system on/off from the settings menu. No items required. Custom Mode: Toggle sub-systems like counter-raids, diplomacy, or base invasions individually. Safe Base Radius: Bugs can never permanently occupy or block off your home base. Scales Over Time: Early game remains classic Grounded; systems ramp up as you explore more or flip the toggle. Future-Proof Expansion Ideas: *New Factions: Leafcutter ants, praying mantises, soldier bees. *Bug Politics Meter Visual UI showing how factions feel about you and each other. *Territory Beacons Tools to reclaim zones or protect key areas. *NPC Allies Befriend bugs who will defend your base or spy on enemy movements. *Faction Siege Events Endgame raids where two factions clash near your base and you choose a side. Final Thoughts This system is designed to be modular, immersive, and full of emergent strategy. Whether you want to build in peace or rage against an empire, these mechanics put the power in the player’s hands, but everthing ahould be optional aome parts be optional for everyones play styles. Of course what I'm asking is a lot but it would be cool if any of these features get added in my opinion.
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