DarkPhosphorus

Members
  • Content count

    32
  • Joined

  • Last visited

About DarkPhosphorus

  • Rank
    Advanced Member
  • Birthday 08/20/2002

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. DarkPhosphorus

    Two tiny quality of life features

    +1 yes, please. please!!!
  2. DarkPhosphorus

    Crane floodlight slot

    +1
  3. DarkPhosphorus

    What direction is this game going?

    thank you, I re-read my post and your reply carefully, before I made this post, I haven't played for months. Coming back to the forums after putting in another 30 hours of gameplay, I am now aware that its not more variation that I am looking for. I got bored after having built 24 RTGs and I wanted to blow stuff up. I had 24 atmospheric condensers making hydrogen, and after 50 minutes (yes this really did take 50 minutes) of clicking each individual hydrogen and throwing them into a pit, once I had thrown all 1.5k, my game was super choppy and the explosion left a hole barely larger than the one with only 500 hydrogen. THIS leads me to suggest medium gas containers, just like the medium soil canister, with 16x the capacity of the smaller counterpart, and 16x the explosive power. SAME with hydrazine. I truly believe that everyone would appreciate medium sized hydrazine and gas containers. Large batteries too? Medium ones are nice for small vehicles and spaceships, but a large battery would be nice for stationary bases, less smaller parts, less lag even?
  4. So my question is, was this game originally intended to have a "finish"? was it ever supposed to have dedicated servers, randomly generated planets, or any sort of massive multiplayer server? I'm sort of picking at a lot of the things that No Mans Sky was known for because when this game was still in development, I thought things like that would be implemented. If there was a game that took the best of this game and the best of NMS and put it all into one, I would be satisfied. Its hard to tell what I'm getting at in this post. To put it frankly, I'm disappointed that there aren't randomly generated worlds or more "variation". I guess it just doesn't work with the art style. Even though there's terrain, why cant we build bases with lego-like parts, like walls that can link together and created with material like compound, or why isn't there really any sort of automation? It would be cool to be able to build more complex "functions"/
  5. DarkPhosphorus

    Endless exploration

    Its kind of a bummer that once you unlock all nodes, that's it. Like, play the game, and done. How about some endless, openworld, exploration expansion. It would be really fun for some open-world multiplayer galaxies, trading system and economy, and special augments. New planets appear as more and more people join the world, and asteroid field events can resupply people with soil and resources to build their planet with. In this galaxy, you can own, buy, sell, create, and reset planets, once you have the resources. Asteroid fields that appear have a chance to contain rare backpack mods for increased stats like power storage, resource booster, terrain tool boosted augments, etc. A new currency that can be traded for materials and between players would be necessary. The galaxy would be the map of the open world that contains all of the planets and players in it. This is the kind of game that I dreamed astroneer would be, this would open up so many possibilities.
  6. DarkPhosphorus

    Medium Canister and Soil Dispenser

    I think this is a great idea, something I actually addressed in a previous suggestion a while before 1.0 release. Compare this to the capacity difference between a small and medium battery, eight small batteries has half the capacitance as one medium. It would make sense if a medium canister would have the capacity of 16 small canisters, respectively. As for the crafting materials, I think a reasonable recipe should be: one glass, one ceramic.
  7. Most likely, astronium has a planned use in the near future. But I am going go to include it in one of my two ideas. I have two ideas, one is for energy storage, the other for generation. They have their pro's and cons, such that apply to real-world obstacles in their development. The Flywheel: Skip to the next paragraph under flywheel if you want to get to the point. Many of us have seen videos of free-energy flywheels, (free energy devices are fake clickbait) but wait, there's more! They aren't entirely useless. Flywheels convert their rotation to electricity by rotating magnets with their momentum, inducing a current in stationary copper coils. The idea behind this, is that they can "store" energy by adding a constant electric current to the coils, pushing the magnets, spinning the flywheel. This works vice versa, transferring energy back and forth between electric and kinetic (rotation). The key to this is that, you can spin something as fast as you want, until the internal structure of the wheel wont hold it together. It takes a lot of force to do that to carbon. Their bonds are like *hella* strong. This means you can really put a lot of energy into this. What determines how much energy that can be converted to motion in these are friction, and the mass of the flywheel. To reduce friction, levitate the flywheel on a magnetic field, and put it in a vacuum. Therefore, a flywheel energy storage device would be a stationary mechanical battery that has massive energy storage, but would slowly lose energy over time, due to the very slight drag. This could store many yellow tubes of energy, many more than the medium battery, but lose one every 5 seconds. [Energy storage= 256 - 1 per /5 seconds] [Charging rate = +4/second , only loses charge when not charging.] The Fusion Reactor: This is a machine that takes massive start-up energy, and requires constant supply of hydrogen gas. It fuses the hydrogen atoms, and gives ya 100 times more energy that it needed to start up, as a product. For the game this would be quite over powered, so lets reduce that to 20 times the energy, and let it consist of multiple large parts that are expensive to construct. For those who need a lot of power for whatever reason, this is the way to go. [Energy generation = 2048 per 16 hydrogen and 256 start-up energy]
  8. DarkPhosphorus

    Machine modularity

    I think this game needs a complete modularity overhaul. no longer print rovers, spaceships, cranes, etc. Instead, you use medium printer to make all of the basic parts, and create your own custom vehicles and spaceships. Basic Parts: Tank, Canister, Battery, Metal Sheet/frame, Motor, Thruster, Cables, Wire, Solar Panel, Seat, Wheel, Light, Drill, Sensor, And more... All of these are obtainable via crash sites or crafting. When printing on vehicle bay, these basic parts will be required rather than raw resources. This way the player can explore crash sites and salvage parts, or go mining and craft the parts. Some parts may be costly, so it would be better to salvage, others cheap to make with available resources. Research System: Player must research individual parts, otherwise has to locate them at crash sites. Player can unlock a basic model for vehicle on vehicle bay, or build them custom. Crash Sites: Obtain all listed parts excluding the canister, wheel, and drill. Special Part: Programming Chip - required to make self - running and sustaining machines. Used as the center of unmanned machinery; connected by wire. Spaceflight: The heavier the spaceship, the more fuel consumed. ships and vehicles must abide by basic physics. This means weight balance, payload, lift power and electric power. Also, space flight will be more manual. Possible Custom build examples: Crane, longer drill, Elevator, Self-mining drill (use sensor, detects ores, etc) All of these changes would really make this game much more challenging, intricate, and fun.
  9. DarkPhosphorus

    Machine modularity

    What about forges, where u can store metals as liquids and require constant power to keep it melted? that would be fun. that would make automation possible with obtaining and refining metals. Vehicles are too easy to make. can we have a LOT more modularity? It would be so cool, fun, and challenging if I had to obtain a motor, a battery, a vehicle frame, and a seat before i could drive. | Copper + Space ship part --> motor | 2 aluminum --> vehicle frame | lithium + compound --> battery | what if you could build ur vehicles with parts like these as if they were legos?? SO COOL!! I wana design my own space rover! I would play this game forever if i could build my own things with more basic parts! To me it feels like this game is missing something, and i feel like adding this would really fill in that gap! and finally, sorry for grammar.
  10. DarkPhosphorus

    I Had a Dream About this Game

    I just got on today and played. I guess i was wrong, i mean.. how could it be made better? it already looks so cool. Changing anything would change the style of the game. nevermind! I guess all thats needed is to add more to discover and see, which is what is already being done.
  11. DarkPhosphorus

    I Had a Dream About this Game

    OK first of all, I had been playing a completely different game day in and day out, away from Astroneer, waiting for some nice update. One morning I had a dream before I woke up where I was walking along some astroneer-like landscape. Here are the differences, and why those differences would make this a better game. Atmosphere, Resources, Landscape Texture. The atmosphere of the planet in my dream was a more natural one, which brings me to the suggestion that the atmosphere on some planets is made a bit denser. The texture of the landscape and the first person view really gave me a sense of scale and made it feel more realistic, like I really was on an alien planet. On this planet in my dream, I looked around, seeing resources/ores that looked more natural, like the ore of some rare earth metal, not in its crystal form. The ores or soil bound resources were smaller, more random patches and uneven natural shapes. What I am saying is that there should be more visible colors and detail that make every patch of land unique and have its own mysteries. This would eliminate the repetitive "Everywhere all the same" feel to the planets. In a future update, I suggest adding to the natural formations and scale for resources. A patch of resin or compound would be smaller, and have a yield that compares the size of the resource obtained. In minecraft, you could explore the landscape for hours, and since the natural formation varies a lot with the variety of biomes, exploring can be more visually rewarding. Certain types of biomes are more abundant with certain resources. In a way, this game already accomplishes that, where a "biome" is defined by the planet, but they lack key visual details that add the exploration feel of varying lands. What really makes this game fun is the feel that everywhere I go, I find something new, something different and unique. Where I could play for hours and hours and never get bored until I have seen everything.
  12. DarkPhosphorus

    Asteroid Mining

    I had this idea too. I agree. decent illustration btw.
  13. DarkPhosphorus

    Space Ship platform

    I think that there should be a separate base model / platform specifically for space ships, so that when landing, the game doesn't use all open vehicle bays as landing sites. This way, a player can define/specify the landing spots.
  14. DarkPhosphorus

    More Things to do and Some of My Ideas

    I feel like i didn't explain the soil container thing very well. I think that large soil canisters printed from the medium printer should be added.
  15. DarkPhosphorus

    Power Prioritization

    the only issue is, what if the base did run out of oxygen? what then? In order to make this possible, the first base that the player makes should have unlimited oxygen like it already does, and if a different base runs out of oxygen, they will no longer be able to respawn there, and respawn at the original base. This way, the players will have to keep the oxygen running themselves once they explore new planets/landing sites or make new habitats.