Ricchi_Walker

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  1. Howdy! I've managed to think of this idea while trying to roleplay astroneer with my friend. We were playing on steam, so we had steam voicechat, wich is good, but roleplaying doesn't go for long time. If we were going to get in-game voicechat, I've thought of two options. The standard, wich works everywhere. And the RP wich would work accordingly to the situation in-game. When other player's would go into a cave while you stood on surface, they'd loose radioconnection with others on surface. Communication between planets would be established with radiotelephones in habitats, wich could leave shot messeges. Player's in caves would need to have a straight line between eachother or use a small thing I've called "Radioplate" wich would enchance player's signal of communication. A player could stay in base and other one could go gather resources with rovers (or walker) and they would slowly loose connection with the distance. It's a small nod to the more "realistic-based" community wich likes to have more cool difficulties to overcome.
  2. Howdy! I've managed to think of this idea while trying to roleplay astroneer with my friend. We were playing on steam, so we had steam voicechat, wich is good, but roleplaying doesn't go for long time. If we were going to get in-game voicechat, I've thought of two options. The standard, wich works everywhere. And the RP wich would work accordingly to the situation in-game. When other player's would go into a cave while you stood on surface, they'd loose radioconnection with others on surface. Communication between planets would be established with radiotelephones in habitats, wich could leave shot messeges. Player's in caves would need to have a straight line between eachother or use a small thing I've called "Radioplate" wich would enchance player's signal of communication. A player could stay in base and other one could go gather resources with rovers (or walker) and they would slowly loose connection with the distance. It's a small nod to the more "realistic-based" community wich likes to have more cool difficulties to overcome.
  3. Thanks! Didn't think about it, it worked actually. Is there a "close thread" option?
  4. 0.6.5 - Steam - Nothing is interactable/game engine broke I was casually playing from fresh start, and after making two platforms to make some bytes, they both started to refuse to my cursor, when i wanted to plug out the cables and connect the platforms. after fe more seconds i was unable to interact with anything in game. After a restart i've moved one platform and accidentally put it ontop of another one, then they merged into one, freezed, and i can walk thrugh them. I can't still interact with nothing in my base. Also one of the unknowns i've gathered started to act weird, started to clip through me and had a seizure other times. Steam 0.6.5 OS: Windows 10 Home 64-bit x64 | 1709 | Build 14393.693 CPU: Intel i7-6700K 4GHz GPU: NVIDIA GeForce GTX 1070 16GB RAM: 16 GB (DIMM DDR4, 2400 MHz) Drive: ADATA SP550 250GB
  5. 0.6.5 - Steam - All new printers freeze forever After making a new game I've made a printer to print stuff, but it freezed after being mounted on the platform. I've threw it away and made new one, wich resulted in the same effect. I've made a new save, but got stuck on the same point, unable to print anything. Exiting game doesn't help and it happens only on new saves. Steam 0.6.5 OS: Windows 10 Home 64-bit x64 | 1709 | Build 14393.693 CPU: Intel i7-6700K 4GHz GPU: NVIDIA GeForce GTX 1070 16GB RAM: 16 GB (DIMM DDR4, 2400 MHz) Drive: ADATA SP550 250GB
  6. Hey, i really like your Idea, The astroneer might become a bit back-track-ish after some time. When we have a big or long tether web it gets tedious to walk everywhere or take the rover, wich doesn't fit in caves filled with spikes and plants. I appreciate your nice drawing, but i need to argee with michael A bit simpler design would do the work, astroneer is kinda based on how real-life spacebase building would look like, but Elon Musk didn't invent space-motorcycles so I respect your work for originality with no space-bikes made before in sci-fi films or games. I would reccomend you merging the two slots on the back into a double slot, so player could choose from the nitro and the ability to quickly move medium things over long distances in short time. I think you should really invest in this idea, it makes a lot of sense I would love to see it in the game especially since this is a thing Devs haven't yet drawn as "Top priority", the more new ideas the better final game will be. It's kinda funny You've thought of something so original in contrast to me - I've made a thread about "Walker" wich is just huge machine. You're realy thinking outside of the box - thinking smaller can be the good option sometimes. One more thing - the motorcycle's wheels could be sticky so we wouldn't go flying on every small bump, this way we could speedway ourselves through the landscape in search of cool crash-sites wich we could examine with rover later.
  7. Hello, I've managed to draw a concept-contour of Walker machine and claw, although while making the picture, an uptade was released, I didn't have a chance to play cause of reasons, so I'll revise all my work accordingly when I play the update tomorrow. For now I have just this picture explaining a bit the concept of claw and shows a simple build I've titled "Scrap collector", this set could be used to manage all stuff in-base or in-field, like moving base part by part, redoing it, collecting stuff from around crash-sites like the unfamous huge solar array or maybe scrap, and unknowns,. It would be cool to see players move stuff around with this heavy duty set. I kinda personally dislike the HULK-POWER that astroneer posseses, I have literally once moved big solar array quarter of the planet to my base just by just bumping into it, it took me few minutes. But if astroneer's physics engine gets more fun and balanced we might someday need a little help from big boys. The rest is in the attachment.
  8. I've prepared another picture for this thread, I wanted to put more sense in the parts i've introduces so i'll make a few more later. Everything according to the cistern and hydrazine generator is explained in the attchment.
  9. 0.6.2 - Steam - Base energy stopped permanently All platform connecting cables stopped flowing electricity. Astroneer can't recharge his backpack. All platforms have maximum energy output even when emptied and/or disconnected. Reconnecting cables doesn't change anything. Restarting game doesn't help. (Screenshot Included) Steam 0.6.2 OS: Windows 10 Home 64-bit x64 | 1709 | Build 14393.693 CPU: Intel i7-6700K 4GHz GPU: NVIDIA GeForce GTX 1070 16GB RAM: 16 GB (DIMM DDR4, 2400 MHz) Drive: ADATA SP550 250GB
  10. From your Idea, i can see it's use on "Arid" planet where we have no organics to generators. The greenhouse would automatically make organics from time to time. Or the other hand we can just copy organics, so there would be not much possible use for greenhouse, at leeast for now where we only have to worry for oxygen wich is infinite. Maybe when SystemEra includes more survival mechanics, and more necessary resources.
  11. I see you've explained something that (sort of) exists in GTAV, I agree it would be way easier to manuver around planets with this function. Especially moon, but also exotic wich has a lot of bumps and natural ramps that can flip your rover. On the other hand - these thrusters would create some problems with connected rovers, although with double big rover you are slowed down to "hardly possible to jump" speed, so it would be useful only on single rovers. Anyways i'd see it in the game, but after the rovers ovehaul and driving changes. Now i'm more likely to drive a bit slower.
  12. Hello, I think that walker machine could be a good endgame feature. A machine that would have four legs instead of wheels, based on large rover body. It would go a bit slower than rover, but would be more stable, environment ressistant. And the best feature would be its ability to stick to walls and ceilings with magnets. Magnets would drain energy, but player could get out of dangerous situations with it, crawl out of a hole or get through a steep hill/valley. Also, walker machine could ba a "super-rover", about 1.5 length of large rover and with six legs. Why I see it as a promising idea: Rovers for now (march 2018, patch 0.6.2.) are non-intuitive, and player has to fight with it constantly to not rollover or drive into a hole. That's due to game's weird interpreting of where we want to drive - A walker machine would just go where we point to, "w" would mean forward, "s" backward etc, and if we pointed camera to a side, go sideways. It's an advantage walker machines have over wheeled machines, they can move in all directions. Also walker machine could be a big reward for player's hard work resulting in an universal utility vechicle. Walker could also take the place of "mobile base" idea with an option to settle him down. The picture explains the concept better. I've also included some minor ideas for vechicle and base modules in the attached picture as: Cistern, claw, walker's feet, hydrazine generator and AI-worklight. It's all explained in detail. Walker_Astroneer_Idea.rar