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  1. gbt8964

    GPS mapping

    Definitely agree. It should be accessible once you've already had to to a significant amount of exploring, researching, building, etc. Too early or easily and it will detract from the amazing experience of getting lost and having to really work to find your way out/home. Access in caves and caverns should be limited or non-existent as well, perhaps relative to how deep you travel. "The astroneer will have to process the fuel (ammonium) for the satellite. He will also have to spend research bytes to unlock the launching platform for the satellite, and maybe even the command & control firmware a GPS satellite would require." (from the other GPS thread). You're spot on there too, it should really be a whole tree of research and building that leads to a functional and relatively useful system. If there end up being planet specific resources, it would also be good to see at least one rare resource used in the building of the system so you have to earn your stripes, so to speak, by searching and travelling different planets to facilitate advanced tech.
  2. gbt8964

    GPS and Mapping System Ideas

    Didn't realise you'd just posted this, I had a few thoughts too I just threw up in another thread. Nice idea!
  3. gbt8964

    GPS mapping

    So, finding your way... I've often wished for the ability to spot markers at a greater distance when you inevitably get lost. A basic GPS system would be helpful, although its function should be as realistic as possible. The network could be made of satellites or (assuming they make it into the game) modules on space stations. I would propose that; - Any one satellite/space station has limited range, and only works if you, it, and the thing you're trying to find are all within that range (i.e. triangulation). The satellite's orbit would also affect this, rendering some useless from certain positions. - Modules on stations might be simple in terms of resources. Satellites however, should be resource intensive, higher tier items that require a range of resources + hydrazine to launch. - When in use, the GPS network would highlight bases/GPS markers on your compass, assuming they're in range. This should prevent it being too O.P. or destroying the frontiering experience, as would happen with a map, and could only be a consistent aid if you've invested heavily in a big network. This would probably work best as a mid-late game unlock, but add your thoughts if you think it's a mechanic that could be useful and balanced.
  4. Hi all, Had a few thoughts watching Vlog #23 and seeing/hearing the Dev's thoughts on larger vehicles. The concepts they demonstrated looked really nice, but they seemed dubious about the largest of the mock ups. Personally I think a huge, lumbering truck, akin to the Caterpillar trucks used in quarries and mines, could be a great addition, offering the ability to transport large amounts of resources, or even construct a small, mobile base on top. Make it a slower vehicle, maybe powered by coal or hydrazine, so that electing to use it as a hauler or mobile base means planning your journey carefully. Also, unlike smaller rovers, if you flip it or drive it into a chasm you need a second vehicle/crane to right it. Likewise, chaining two or more together should require additional power consumption by the lead vehicle. Constructing such a large vehicle might be impacted by building mechanics, eg. be done in parts, maybe constructed at a space station and dropped in, but would be an awesome addition for a large scale mining operation. See what you think...