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Everything posted by neraulin

  1. How about making platform C attractive again by adding some extra function - lights included for example... or small solar/wind generators and small battery included maybe? Would make it useful for isolated outposts...
  2. +1 Also, this stops being an issue as soon as you have activated the portal nearest your base and remembered its designator. Or make a point of building tether lines from your base to either pole to follow home
  3. Make the alien printer a fixed, unlockable installation on the space platform. Have it be powered by an astronium reactor - voila, you can regulate your astronium requirements by the amount of time/power an item needs to be printed, and have one less ingredient to worry about. Apart from that - with the exception of 1, 2 and 5 - have you any idea what kind of nightmare it would be to code that into the existing game..?
  4. I have rover trains on each planet, so I don't quite see the point...
  5. You're right, of course, about it being my choice whether or not to build/launch the system. Just giving my thoughts on why I wouldn't. By the time I had explored half of the planets/moons, I was pretty much able to find my way back/orient myself by the stars anyway. So if I suddenly wanted to go back, all I have to do is look up... Maybe I got the tone my first reply wrong - I didn't mean to belittle your idea.
  6. Isn't that what beacons were made for...? Just scoop them up again on your way back...
  7. I agree it's obsolete with the introduction of the Silos. But I was sure using those Platform C's before! Smelter, Centrifuge, ChemLab, AtmExtractor.....
  8. For all the industrious professional miners in astroneer: How about an elevator/drill platform which you will have to install as the bottom terminus and then drill upwards? This would ensure you can't just drill your way down anywhere you haven't reached before in a regular way. The bottom platform would place itself with the same mechanics as your first shelter, aligning itself to point straight up by creating its own, perfectly flat foundation. Then you'd have to constantly expand the elevator shaft by drilling upwards and having the drill assembly building/expanding its range upwards. The required materials would be subject to balancing depending on when in the tech progression you want this to become available. The drill assembly will have room to store the required materials to build the next "level", plus maybe a few canisters for the soil collected. Resources collected while drilling would just drop down the shaft towards the base. When the drill has reached the surface, the player will have the option to cap the assembly with a top elevator terminus. Additional stops/exits could be added along the shaft assembly from the caverns it has passed. The complete elevator will have room for 1 rover seat and/or some storage (different sizes/tiers, maybe?). It will make travelling towards the core easier and/or allow some resources/research items to be transported to the surface. But remember - only after you have gone there and built the thing. Automatic unloading of resources/materials to a storage platform at either terminus could be an option. The lowest possible building place for the bottom terminus should be the last level before the core, to prevent hiccups with gravity and so on. I see one major problem with the mechanics of moving and that ist point of view. Everyone who has ever gotten lost/disoriented in a narrow tunnel will know what I mean... So maybe the elevator shaft will have to have a minimum diameter to allow for this. Also, there would have to be a kind of beacon that works downwards, to allow the players to place the base so that it breaches the surface in a certain area. This beacon might even be a required guideline for the placement of the base and the elevator/drill assembly.
  9. I appreciate the effort that went into thinking this through with so many details. You appear to be taking the idea very seriously. Here comes the downer, though. For my type of game experience - with the possible exception of the satnav idea (as a backup) - most of the mentioned features would totally ruin my game experience. Astroneer has always been and still is about exploring, getting lost, finding your way back into known territory. That constant feeling of being one step away of not finding your way home is what kept me going through the entire tech tree and beyond. I make it a point to drive around Sylvan regularly and try to take a different route every time - this way I will discover new areas, or re-discover them from a new angle... I don't want to know whats there before I go... But, again, thumbs up for thinking this through all the way!
  10. Well, since I personally don't have a problem with the requirement of placing batteries onto the rover storage, I'll just leave it at that. As I said, just had the idea while reading that other discussion.
  11. I treasure the peaceful and innocent approach of astroneer's game play. There are dangers, but they are mostly self inflicted. As to the hostile flora - hey, WE are the invaders... So that's my general opinion on the matter. The only way I could accept any form of weaponry/sentinel systems would be if, for example on the later planets, there would be a definitive change in environment hostility and danger over time - like day/night cycle. Passive plants becoming hostile at night, forcing you into retreat during this time period or into a completely different playing style - more like a pure survival game. The benefit of the latter would be a slightly faster overall progression at the cost of having to prepare the gear for surviving the night. Just an idea... One could see this as an expansion of the astroneer playing experience or an intrusion into the overall relaxed game play I have come to like about this game. Still undecided, myself.
  12. This is known to also happen in single player. For now, beware digging close to your vehicle, as digging/drilling seems to "soften" the ground around you - at least for the vehicles. Doesn't seem to make a difference which tool is used... This also, for now, completely ruined vehicle-front mounted drills as far as I noticed.
  13. Well, I originally got the idea while reading on another thread how the low power capacity of the med and large rovers was "a joke", since you'd get only a little distance on that power alone. People there suggested to increase the power storage capacity of the rovers or make them upgradeable. Others stated the reason for the low capacity was that rovers had been misused as cheap, lithium-free batteries in the past. Thus my idea to integrate the power into the large storage (or flatbed). In itself, it cannot transfer power (no plugs) - the combined cost with a rover chassis would make the "cheap battery" exploit much less worthwhile...
  14. Several threads and suggestions have discussed or at least touched the problem of having power storage on your vehicle (trains), increasing with vehicle size. Since the obvious solution (just taking a few batteries) usually is a tradeoff with available storage room, I would like to suggest a "large storage plus", which also holds a moderate amount of power. It would mostly look like the large storage we know, with the addition of some indication for the power held. The additional functionality would of course come with a price - research wise and in production costs. Alternatively, the additional function could be put into an entirely new module, a "flatbed battery", which you could fit under a large storage or even a production module, for all you nomad base lovers... (it would simply pass through the connector nodes)
  15. You don't know how you got here. You have no GPS satellites in orbit. You have no knowledge of the magnetic field of the planet you're on. What was your point again..? Be thankful for the compass...
  16. In reply to 2): It’s basically a matter of placement. Build the fuel production plants close enough to the shuttle landing spot and all it takes is a few shift-klicks...
  17. A small cargo drone perhaps? Able to carry maybe 4 items back to base along the tether line. Would require a remote control unit attached to one of the mounts on the backback, effectively limiting the number of drones to 2 max. Travel time would be determined by the length of the tether line it has to follow - so once out of sight, the processing power for this should be minor. Deployment would also require a base docking module with 4 slots, which need to be empty for unloading/return to player - limiting the possible use to 2 runs max per drone before having to manually unload the docking module at the base.
  18. Took me about 15 hrs of gameplay to find out I don't need a 'mission'... Instead, I load up my truck and go for a ride. Usually, I come back loaded with items and impressions. I cherish the fact that this kind of game has no 'end'!
  19. How about a note below the research item telling us about what is needed to actually build the item about to be researched. Maybe even showing the requirement in red if not met...?
  20. Just in case you missed it: The tool can be adjusted. Just find a surface with the desired angle and start there. If you mean a fixed preset, then I misunderstood...
  21. neraulin

    4k? Ultrawide?

    Running a 2560x1080 res myself... Didn't have to change a thing...
  22. If you're looking for a complete story or even a background motivator - you will not find it in Astroneer at this time, and possibly never will. This game is all about exploring, researching, trying out and surviving (well, a little). You basically write your own story here... I can see why you ask, though. It took me a while myself to just aimlessly enjoy roaming around and discovering new areas and objects. What is the mission, you ask? The mission is: go out and have fun!