Green00Knight

Members
  • Content count

    5
  • Joined

  • Last visited

About Green00Knight

  • Rank
    Newbie
  1. Green00Knight

    Looking For Players Megathread

    Platform(s): SteamLocation: USALanguage(s): EnglishMicrophone: Yes (TeamSpeak, Discord)Looking for: to join a server w/ 1 or more chimps.Can play from: 23:00 UTC - 02:00 UTC, Monday - Friday | Saturday & Sunday 11:00 UTC - 04:00 UTC, (1800-2100 EST M-F) (0500-2300 EST S-S)Can host: Preferably not but I will if necessary.Comment: Interested in building organized bases, crafting, and exploring. Contact: Steam: green00knight Discord: bion#0207
  2. Green00Knight

    Astroneer character professions

    The point is to maintain simplicity, these are added perks for the professions. As for complicity thinking "where would you put all the extra..." these changes typically only affect one aspect of the game. e.g. resource of abc gathering, transport movement, building, etc... but not all. Thus the reason to segregate the bonuses, so a team of all, or some of the professions would have a significant effect to the successful creation and colonization of a world, vice a single player attempting to take advantage of one class versus all. I wanted to steer away from one profession being able to do something other professions could do (Doctor is the only exception), but the adverse impact on gameplay is minimal. As the things these professions do is only give perks to doing something everyone can do anyways -- thus maintaing in he spirit of simplicity. Your recommendation of giving specific professions the ability to make more gear slots would divert from that ethos, and encourage one profession versus the other innately and making more difficult to balance.
  3. To encourage multiplayer, up to 4-5 players, allow different professions at launch that would match what a futuristic space colonization experience would have. for instance: 1.) Doctor: Provides resurrect ability and eventually, if there are bio-enhancement labs or upgrades, the Doctor executing upgrades there will be at 50% material cost. Immune to poisons. 2.) Scientist: When utilizing the research lab, reduced by 50% of resources required to research. 3.) Engineer: When utilizing the printer or vehicle bay, reduced by 25% resources required. if there is an engineering lab eventually, for Astroneer gear upgrades, the engineer executing the selected upgrade on an Astroneer, would have those costs decreased by 25%. 4.) Botanist: When planting seed, grow-to-harvest time decreased by 50%. 5.) Pioneer: Run and vehicle speed increased by 25%, Oxygen and energy consumed at reduced rate of 25% 6.) Entrepreneur: When utilizing the trade platform, trade costs are reduced by 50%, and in some cases 1:1 ratio. 7.) Chemist: When utilizing the fuel condenser, cost to generate a fuel cell is reduced by 50% 8.) Metallurgist: When utilizing the smelter, cost to generate metals is reduced by 50%. This will encourage more team dynamics and diversify game play with multiple players in a game. There are several assumptions, such as bio and gear upgrade facilities, and a farm, details can be flushed out later if enough popularity of this idea takes hold. Reference www.nasa.gov for the space colonist program for further details and source of my inspiration of this action.
  4. While building vehicles, the ability to make vehicle "trains" where multiple vehicles are linked in series became a very great idea, however their performance individually and collectively became impractical due to terrain maneuverability, speed, and mechanics. Often even driving solo, small rocks, boulders, and even tether lines will snag and stop the vehicle from progressing forward. These very frustrating, small, yet very common obstacles decrease the desire to build and utilize the great functionality anticipated with the "link up" feature as well. When hooking multiple trucks o vehicles together, it's extremely slowed and the lead vehicle behaves as if towing dead weight. Even in current day vehicles, it wold make sense to allow even the trail trucks to utilize on board power to carry their own weight, vice being slowed anchors for the lead vehicle. I would recommend the following changes: 1.) Allow all linked vehicles to maintain their base tow/ drive performance, draining perhaps at 50% energy, to allow the lead vehicle to attach two PSU's and keep the train going for up to 5 carts without adding more power generators. 2.) Remove collisions while in vehicles. The expected result of a truck, especially with large wheels is to be able to manage a steep hill, and at a minimum rocks and tethers.. not getting stuck on trivial things. 3.) (bug) Multiple single seats on a truck, or truck chain causes it to perform very poorly. 4.) Energy drain for first vehicle is at 50%, second 75%, third, 82.5, fourth, 92%, fifth 100%. (halving efficiency from 50% on...) So in total you would have a lead truck and 5 trailers.