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Deathrunner's Achievements


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  1. I think that item storage is overrated in early to mid game, and only shows substantial use when transporting items in vehicles. I don't think it is worth making the storage items in early game; just dump your items in a hole with walls. The only real disadvantage is that its slightly hard to find what you want, but this problem still persists, albeit lesser, with storage modules. Thus I give you a solution: the Data Storage Unit ( Open) ( Closed) It is an item that can store raw materials inside it by placing an item on the red circle. You can then access the items via a panel like in the printers or suchlike (the blue rectangle), select an amount and then it will dispense those items. This item would probably be medium size and cost ~500 bytes for it to be an early game item Why is it better than the current system: Less lag for multiplayer Removes the boring task of finding items Removes the tedious task of storing items and making storage for those items Problems: The current storage system wouldn't be very useful players can now transport items too easily to stop ease of transportation, you could have it not be able to be moved off its base platform whilst it has items in it. Thanks for reading my suggestion! please feel free to comment your thoughts!
  2. the splitter that appeared in SES Vlog 028 should have different coloured inputs/outputs so you can easily see which input/output on the controller relates to which input/output on the module
  3. I think the devs do not want to have guns in this game. I agree with them.
  4. I have an idea to remove the inevitable problem with dirt farming in multiplayer (holes everywhere) during a sandstorm, the terrain exposed to wind will become smoother, allowing for easier escape from the holes.
  5. again, this would make beacons useless, as you can only place beacons at places that you have been to.
  6. this would make beacons useless, but I do agree that a map would be nice. what if when a beacon was placed it would also show the surrounding area on your map, but it would stop after you picked it back up
  7. the hover should have at least some storage, but not as much as a rover. it should also be more expensive and take up more fuel the large hover should basically be a truck that is slower, but doesn't get stuck in pits I think there should also be a low flyer that can go really quickly, but is very hard to control, only has 2 slots (for a seat) and a large flyer, which can go higher (but still not outside the atmosphere), it's even harder to control, and has the ability for you to go mine whilst you are flying. basically making an easy way to explore planets. it can also be summoned to you when you are on a different planet using a beacon.
  8. I think he/she is saying that you should be able to have a bed, and that would skip the night and any sandstorms. I think this is a cool idea, and probably pretty easy to add in. Ich denke, er / sie sagt, dass Sie in der Lage sein sollten, ein Bett zu haben, und das würde die Nacht und irgendwelche Sandstürme überspringen. Ich denke, das ist eine coole Idee und wahrscheinlich ziemlich einfach hinzuzufügen.
  9. good Idea, but it is also sometimes hard for me to see as well. I think that the shadow from the light the astroneer gives off should be a lot "bolder" if you get what i mean. (I don't know the real word for it)
  10. I think he is saying that you should be have to make the different space suits for an additional cosmetic look, and that you could create your own via the workshop. (google translate says: "Create and deconstruct your spacesuit yourself. Either the game prefabricated outfits or suitable you either insert from his PC or from the Internet.") Ich denke, er sagt, dass du die verschiedenen Raumanzüge für einen zusätzlichen kosmetischen Look machen solltest und dass du deine eigenen über den Workshop kreieren könntest. (Google Übersetzer sagt: "Erstellen und dekonstruieren Sie Ihren Raumanzug selbst. Entweder das Spiel vorgefertigte Outfits oder geeignet, die Sie entweder von seinem PC oder aus dem Internet einfügen.")
  11. I agree with number two (base building is cool) but I think that they should have actual buildings as well, and those will have oxygen inside them all the time. you wouldn't need them, you could just place your stuff outside, but i think it would be a bit cooler to have actual base pieces, a bit like the pieces in Subnatica
  12. I like the safety and calmness of the 02 being infinite from the rover and you not having to worry about it, but I also do agree that it needs to get challenging, a portable oxygen generator combined with a solar panel and a wind turbine would provide near infinite oxygen, and so we get the best of both worlds. this is quite a good suggestion, and I would like to see it implemented, however the generator mustn't be too hard to make. (nor too easy)
  13. I understand that fighting and combat is not a way the developers want to go with this game, and I don't want combat in this game either, however the game seems very boring and barren. I think it would be cool if there was maybe a way to implement a sort of non-combat combat system to make the game feel more alive, but without ruining the safety of being able to explore and not get attacked by a space lizard or the feeling of ownership over the planets. and so i sat down and tried to think of a cool way to have combat without having combat. if you don't like these Ideas, can you please reply with ways to fix the ideas in the sub comments! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- my first idea was to have fighting with actions, not with weapons, like some kind of deadly acid-like goop that is found oozing, deep under ground in pools that will occasionally bubble, causing it to overflow onto the land, which will hurt you if you touch it, but you need to be near it to collect it, to make complicated items, like a lithium battery, (maybe requiring 1 lithium and 1 canister of acid, which will be returned to you as an empty canister after it has finished crafting) and the sort of non-combat combat will be that you have to stand near it to get the acid, but you have to run back if you see a bubble forming. my second idea was to have challenge by you being the hunter. I had an Idea that you would have to hunt down and scan different things with a scanner that you would recive upon starting, for a hard but quicker way to get bytes, like a plant that gets more aggressive the closer you get to it, or a small worm that is hard to spot and goes underground if you stand next to it for too long. the idea was that you can re-scan the same species as many times as you like, but it would yield more bytes the first time, and you can't re-scan the same animal (but the tag would get reset after a while so to avoid frustration by hunting down a tiny worm, only to find that that was the same worm you found and scanned 10 minutes ago) but plant's tags wouldn't reset, because the plants are stationary. the scanner could also be a smooth and methodical way for the player to get introduced to the game, as if they were unsure of something, they could just scan it, and then an entry to a codex or something would be created and it would tell you all about what it was and what it did. my third idea wasn't really that good at making the game feel more alive, but it was about combating the terrain. I think it would be a bit more realistic if the terrain smoothed out over time in a sandstorm, and it would make places a bit more interesting to explore, as the terrain would be slightly different, but also if there were lots of rocks (or whatever that hardened ground is called) in hilly or mountainous areas, making the player have to craft a better drill before exploring, or having to work their way around the terrain, but in rocky areas, there would be different resources, required for late game items, like lithium. you could also have really tough terrain that a truck or a rover couldn't handle, and you would need a hovering vehicle of some sorts, or a low flying vehicle. my fourth idea was combat by bartering. if you could barter with people when using the trade platform, you could get better stuff, but if you push them too hard, they will back down. maybe you can ask for the items that you want when sending the platform, if you ask for too much, you will return with the same items, but your energy used to send the platform got wasted. or you could have a system where there are space stations you can go to in your space craft, where you can meet other players or NPCs that offer one thing for another, if you push them too hard, they will stop trading with you. my fith and final idea was to have a skill tree. I know this has probably been mentioned a lot, but I think it would work well using points found from finishing research on an item, or scanning an item using the afore-mentioned scanner device, and it would make the game feel a bit more moulded around you and how you play, but there would be some skill around the way you unlock things, like unlocking one skill will make other skills cost 2x more, so you would want to get the mot expensive ones first, or something like that. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I hope that this gets at least noticed! thanks for reading my ideas.
  14. so my idea is that you use the cargo platform to access the trading hall where you can trade with other players. you can trade rescources, research items, or cosmetics! cosmetics would be an uncommon find in crashed satellites, or when you finish research on an item with (lets say) 500 bytes (the more bytes, the rarer the cosmetic) and you would keep your cosmetics when switching between saves. they could be things like headphones, a cool particle digger, or a beanie with a particle effect! you could have an unlock thing where there is a multi-dimensional transmitter that's quite hard to make, that you need to add on to the cargo platform before you can trade, so to stop hat farming by creating a new world again and again and again. you could have special versions of hats that are coloured or that have a shiny effect that are much rarer than the normal ones (like painted hats or unusuals in TF2) you could also have a community thing where you can make your own hat and if it gets added into the game you get two rare limited editions of it, one for you and one for your friend! maybe these could have a special particle effect!