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Taolan's Achievements


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  1. Astronium is kind of useless in the current build of the game. It can be researched, sure, but it provides 1k over 25 minutes. Large Organic samples found on pretty much any planet that isn't Sylva or Desolo beat that. The only value it has is to occupy research pods on planets you don't frequent, which with the coming automation update potentially brings an opportunity to set up a research station and a silo to have dozens or hundreds of Astronium queued up to just constantly provide a trickle of bytes. I have a different idea. There's really only one economy that matters in Astroneer, and that's power. Your power economy dictates how much you can do at one time in your base, how long you can run without outside input, and how quickly you can activate the Gates. Most people see the RTG as the do-all-end-all of the power economy, once you start producing those everything else except maybe small batteries for personal use or large solar arrays because you probably built these before you had an RTG gets put on the shredder to make space for more RTGs. But what if there was an alternate option? RTGs offer unlimited power for free, which is great, but only output 4 power per second. They are a grind to build as a solo player, literally if you're purchasing the material resources using scrap. While I agree they are fine for vehicles, your base deserves something bigger and better. All of this discussion leads to my idea. A "Large Generator" fueled by Astronium. The Reactor. Following the math of the Small Generator at 1 power, and the Medium Generator at 3 power, the Large Generator or Reactor could generate 9 power per second (maybe more), consuming a unit of Astronium. This massive power output could be used to rapidly charge a rack of batteries, or possibly even a 'large battery' to compliment it's smaller cousins. Personally I envision a Reactor mounted on a Large T Platform with a Large Storage Silo behind it, with a couple of Medium Storage Silos outfitted for Astronium storage, and then the remaining 10 slots filled with Medium Batteries. Especially given the coming Automation Update, I feel that this would be a natural addition to the game as it could add diversity to the late-game power economy.
  2. In an existing save file where I had parked a truck full of resources before saving my game, I can no longer drive that truck. Or my rover. I am testing on a new save now but it appears to be a collision issue with the ground.
  3. My submitted idea for an adjustable terrain tool aperture is largely due to my attempts at making roads between my bases. I love the idea of something you could mount onto a vehicle that could be used to pave away. Maybe have it require compound or resin and lay down an actual road surface?
  4. So I've played and watched quite a bit of Astroneer, and from everything that I've seen I think I have three ideas for relatively simple improvements for general gameplay. I'm only guessing at these being simple as I don't know the code structure of the game. Adjustable Terrain Tool Aperture The Terrain Tool is a core aspect of gameplay, and while it works just fine in its present format I can't help but feel that the ability to adjust the size of your affected area could dramatically improve the game. While eventually being able to adjust the size of the aperture at will would be the goal, just a "small" and "large" version accessible by a button click (or perhaps using the mouse wheel to adjust the aperture instead of camera zoom while the tool is out) would give the player more control over their world. If there are concerns of "balance", the size of the aperture could affect power drain, with the larger aperture requiring more power. Decouple Camera from Movement For Keyboard and Mouse users especially, an option to allow movement independent of the camera (at least in vehicles) would make navigation of the game's worlds a bit smoother. Being able to look around while maintaining a constant bearing with the vehicle would make scouting or exploration of a new world a bit more user friendly. More Uses for Resin I have spawned on several worlds where my immediate base area was surrounded with Resin deposits, or even a Resin vein, but have often found myself somewhat devoid of readily available Compound. On my central world in my first game file, I've explored the entire surface of the planet and totaled 12 Resin veins but only 8 for Compound. I find it odd that the only thing Resin is used for, despite its apparent frequency greater than Compound, is building base nodes. Maybe some of the structures should also require Resin, such as Solar or Storage? The Backpack crafting is also heavily in favor of Compound, and I feel it really is just a bit unbalanced.