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About skb

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  1. For this reason alone, I think it doesn't deserve the spot it's been forced onto. Unless the plan is to allow parts of vehicles/ships/etc (which aren't part of the game's mechanics), such as a "ship engine," then this WILL remain the most important resource in the game. I'd much rather prefer a form of NPC that dictates the price markets, changing continuously (and randomly) so that the player doesn't completely ignore exploration, the game's main focus. This could range from not needing a certain resource to paying more for another. Regardless of what can be traded or not, this will be an approach that could self-regulate with proper conditions with its code: Sold too much fuel? NPC won't take no more until another resource is traded. I'm unsure where the developers are headed but this seems like a step backwards from the free market that was intended with this feature. I've probably said too much on the topic. For now it's not game breaking and there are other things that will take the game into alpha and those should come first. Also: THANK YOU for making these changes...I could barely get exploring without those being already researched C:
  2. I noticed the update and ran here Good stuff 👍
  3. t-t-t-teaser? I'm patiently waiting for updates. This looks fun....for some reason I'm already expecting a "Send noods" with this tool lel.
  4. Good stuff Now, to break the game...err I mean.... explore new bugs (and planets!)
  5. These will remain about UI at large, so here they are: Time: I don't find this one very problematic to implement. Simply being underground your base a lot makes it a bit difficult to know how likely are your resources to limit your exploration/mining runs. This could drop in as you gather information on a planet (explained below). Exploration: In order to promote further researching and exploring, a computer can take samples of that planets surface (and sub-surfaces) in order to give general info on the planet. This can lead to things such as "this planet has a side that never faces the sun," or something in the likes of "there are heavy storms, nearly incessant winds" and obviously staying on the planet for a day or so can give good estimates about the day/night cycles. Dynamic front page: If the use of add-ons is planned (sure hope so), the front page could reflect more than just a "load game" screen. I don't think there's a need for a full fledged menu, but at least the front page should include a quick, dirty version of the latest patch notes along with your installed add-ons. They could be divided like the newest LoL client (I've looked at it in a stream and it's kinda clean and minimal) [See example attached] Let us turn off the flashlight (or have it turn off when sunlight's present): Unneeded. Clarity with building/crafting: As it stands, some things need no explanation but others could benefit from a short description (buildings or vehicle add-ons). By adding a form of "encyclopedia" that has more descriptions (and possibly instructions on how to use), a new, uninformed player can continue playing without having to search "what does x do." As for vehicles, make a special type of marking/note to inform the player that building certain structures on them are PERMANENT (I regret building a crane so early). My ideal place would be having a computer inside the habitat (keep the in/out simple and simply make it a menu that loads in front of the game play; a good read during a storm?) Navigation markers: You know those icons that show beacons, home, etc but disappear after a certain distance? Me too . All these need is to show a small arrow on the corner of your screen which, when straight ahead, show in the top of the screen (edges). As for beacons, let's make them do their job... you Marco, they Polo . These are other things I'd like but are not related to UI (may have already been suggested) Teleporter: Leave its use for you (astronaut) only. The biggest use for this would be going to base or getting to where you died faster. Keeping this restricted to only organic materials will limit abusing it. In other words, you can only transport yourself with nothing in your backpack. Either this or have no restrictions on it and leave this for end-game. Expansion on power: I'd like to see something, mostly end-game obviously, that goes beyond the large batteries. This can either be a large one (with units in place of bars), or a generator that needs minimal baby-sitting. I'm thinking ahead and saying this can be something useful for planets where the sun doesn't reach (hope we get some of those). Space stations: These could be used as stepping stones to discovering new areas (maybe a sub-linear quest) which gives you clues about alien technology that has info on X or Y solar system and/or new tech; doesn't necessarily have to be the one you're on. I mostly want to have them implemented, just giving a reason. Can't think of much more on an empty stomach. This is starting to resemble a controversial game a bit too much (haven't played that one since launch), but to me the two are never going to be the same.
  6. To maintain consistency with the game's core features and with its setting, I think we should go for a "best of both" option. Think of a holographic map that comes up from a computer device on your wrist but that requires you to scan certain areas of that planet. This should be both easy to do, and not a single-step process. To me, exploring comes before any "commodities," and that could mean that once you research a satellite, launch it, and build your terminal, scanning is as simple as clicking a UI that comes from your wrist. Simply handing out maps will make exploring stale and lessen the experience; we're exploring deep space after all, nothing's been "discovered" yet
  7. I have to agree with no pvp content. Think about how you feel when you play the game in its current's relaxing and that's just not something you see in every multiplayer game. I'd much rather prefer another form of competitive system (such as the community driven market) which could take the place of PVP content.