dandanielordanny

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  1. Unrelated but it would also be great if 'unsupported' terrain de-spawned as a function of the deformation process. It's just really annoying trying to locate all the little 'bits' you missed that float in the air and still have collision attached to them but are only a few pixels wide. If unsupported terrain de-spawned, that'd be a game changer too!
  2. dandanielordanny

    Endless gameplay: worn out equipments suggestion

    I was thinking more like configurable saves for Adventure Mode rather than Creative. A range of variables that you could configure in a menu a little like the Creative Mode menu that would result in games that fall into an Easy, Normal, Hard Mode type categorisation system each with it's own series of incentives (cosmetics) and 'achievements' (I play on PS4) to unlock. So 'Hard' mode or 'Survival Mode' might include your equipment attrition idea (or not, games should be fully customisable for endless repeat playability potential) as well as a few other challenges such as fewer resources, bigger/smaller planets, higher/lower bytes cost for catalog items or no RTG's or no buildable power (I'm totally just thinking out loud here) to qualify a game as either, Easy, Normal or Hard Mode.
  3. dandanielordanny

    Endless gameplay: worn out equipments suggestion

    Fair play! I think *configurable games* could be the way to address this which is something you alluded to in your original post. This has been mentioned previously by others in these forums and reddit. I would be interested to try your equipment attrition feature but I would also like the ability to switch it off depending on what I wanted to do in a particular save. It would be cool to increase/decrease *difficulty* adding or subtracting survival mechanics or increasing/reducing the amount of resources available on each planet. Imagine if there were for example only two or three resin deposits on the surface of the whole of each planet but each of those two or three resin deposits were much larger than we typically see them now. That would fundamentally change how you play through that particular game configuration. Exploration would be much the focus of that save as you search the planet for the initial resources you require. Hmm, maybe planet *size* should also be a configurable option… Back to your equipment attrition idea. What if different planet environments affected equipment differently. Equipment might corrode quicker on Atrox but barely at all on Deslo (because no atmosphere) but RTG's work twice as efficiently on Atrox boosted by the radiation in the atmosphere. I think there has to be a give and take (+/-) for each of these mechanics but that's just my opinion! 😉
  4. dandanielordanny

    Endless gameplay: worn out equipments suggestion

    I like the idea of attrition or wear and tear (because space and radiation and alien planets and things…) but I can't think of a good example or past implementation I enjoyed. The Frigate maintenance in No Mans Sky being the best worst example. Absolute chore and some of the least fun gameplay I have ever experienced. However, the idea that modules such as the Chemistry Lab or Smelter might be good for a number of cycles and then require replacement. That kind of makes sense but again having to replace things for no real reason other than adding a grind mechanic could become a chore pretty quickly. What would be the benefit to gameplay for a wear and tear system? If the modules were good for lets say 800 cycles of doing whatever there could be an efficiency meta-game in there somewhere — how many things can I make using the least amount of processes — but that's a stretch.
  5. I love the Rover Drill/Paver combination but it isn't the easiest thing to control. I would like for example to create a 'corkscrew' shaped tunnel down to the core of the planet but maintaining the correct downward angle and left or right rotation of the rover consistently is very difficult at the moment. If there were a slightly more sophisticated H.U.D. interface that would allow the player to 'lock' the down/upwards angle of attack for the drill/paver as well as locking the rover left/right direction to drill and pave with greater precision… I think that would be super cool! A more sophisticated H.U.D. interface and control for the drill/paver might also be a solution to the third-person camera issue when tunnelling underground. First person is out of the question (at least it was a few months back…) because of the diegetic nature of the game however the H.U.D. for the drill might offer a solution if it were to be redesigned a little and contained more information such as compass and artificial horizon and angle of attack indicators similar to those you might find in aircraft. This system might even be extended further to allow for the player to create small program sets (shapes) for a rover autopilot module to allow for the sculpting of really precise shapes quickly and efficiently. Inspiration: I can imagine using this system in other ways to such as building nice clean straight true-flat roads, tunnels and bridges. Useful on planets whose terrain is difficult for the rover to traverse. I really like the idea of the rover as a sculpting tool. It kind of is a sculpting tool right now using the drill/paver combination but it's pretty cumbersome to use and control. I usually end up making a big mess even when tunnelling in a straight line! A better interface might be the solution!
  6. The title is a little misleading. I love Astroneer and will continue playing indefinitely regardless but I have been thinking about an idea a lot recently whilst playing that could add life and longevity to a save file; incentivise continuing to play within that save rather than start anew. It was actually the first thing that popped into my head a few months ago, right after I completed the game. Wouldn’t it be cool to progress from the current solar system to a new one after having unlocked all the things and collected all the things and taken them to the thing and triggered the thing… It just feels 'right' somehow given the lost in space exploration building survival nature of the game. Let’s ignore the technical challenge for a moment of building a system such as this and imagine being presented with a new solar system every time you started a new game or completed your current game. The goal would remain the same: collect all of the things, unlock the things and go to the thing to trigger the thing and be rewarded with a fresh start (you keep all the things in your backpack and the catalog items unlocked) in a totally new solar system. Why? You’re trying to get back home of course! Have you never seen Quantum Leap? You're trying to get back to the Exo Dynamics System but there is a very small chance of triggering a jump that would get you there because… Every game would be unique. Every player generating their own journey and story. Each new solar system would present to the player a new “puzzle” to be solved. How to acquire all of the resources needed to build all of things needed to trigger a new cosmic warp event thing (I would prefer a ‘Big Bang’ type event, something epic and sci-fi like building a bomb to blow up the sun to trigger a warp or black hole but we already have the gates and whatnot…) and get to the next system and hopefully home? Players would need to explore the new system to identify where the resources reside on these unfamiliar planets. Whilst exploring maybe find a few things to add to the collections calalog (or journal or some sort that could be shared) along the way… When I say “new” solar system that doesn’t necessarily mean we need completely new planets with new plants and resources and weather and … a “new” solar system might just mean a parallel universe type thing. Same planets but different… Don't get me wrong I love the idea of a procedurally generated new solar system with new planets and colours and plants and discoveries to make and whatnot but realistically that might be a bit too radical a change for a game already out. So perhaps new simply means the same but different and more different to the current variation. Same biomes but organised within a solar structure differently somehow. Different number of planets. Perhaps different types of stars that produce different types of energy. Maybe in the next solar system Atrox is a massive Jupiter type thing and all the other planets are moons or perhaps there is just one planet that contains all biomes… Astroneer feels like it’s a crossroads or perhaps its my relationship with the game that is at the crossroads! As I said in the beginning I love the game and will continue to play and support it come what may but I do feel there is scope for something more. I would love more things to build. Lot’s of different options for power and transportation. I would love to see a whole new class of modules dedicated to sculpting and shaping the landscape. Sandcastle type moulds to build structures. Radio towers for navigation. Satellites for cartography and documentation. We’d need to document those parallel universes before their destruction! 🙂
  7. dandanielordanny

    Ideas for Weather

    I like the idea of storms retuning, even as a purely aesthetic event. I think there is generally a desire across both community and developers to bring storms back BUT how to do so in a compelling and fun way? I only started playing with the PS4 release so I completely missed the original storms but from the various YouTube clips I have seen they looked really cool, it made the planets look/feel more alive. In the short-term I would be happy just to 'see' the storms now and again with no tangible effect on the gameplay. Inviting the player to stop for a moment and take a pause in whatever they might be doing and simply enjoy the moment. In the long-term I would like to see in Adventure/Survival Mode the planets should push back against the player a little more, we pretty much get a non-consequences free pass to obliterate the solar system one planet at a time. There should be consequences to those actions in Adventure Mode. For example: greater terrain deformation results in more frequent and violent storms. Storms wouldn't necessarily be all bad either. In addition to those spikey balls of death, high winds could provide a boost to power output for Wind Turbines and randomly bring lost/loose items back to the base…
  8. dandanielordanny

    Automation: Future additions and improvements

    I love this idea. Possibly a nightmare to implement (imagine the A.I. for this thing, having to adapt to player deformation of terrain and randomly dropped objects) but go big or go home, right?! I was thinking of something similar, a tier 2 size 'drone' or auto-pilot module that could be attached to any vehicle and 'programmed' to move back and fourth between nodes, the nodes being either landing pads for rockets or a special rover docking station for rovers. It's a pain currently to move things over long distances, the Large Shuttle isn't really large enough and the rovers struggle which much of the terrain across all but a few planets. This means making multiple Large Shuttle journeys which isn't very compelling gameplay as you spend most of that time in/out of the launch/landing cutscenes. If you actually had to fly the shuttle, well then… but I digress. We need a better long distance transportation options for resources, I like the drone 'carrier' idea as one of those options!
  9. dandanielordanny

    END GAME GOAL

    Nice. I think we definitely need an 'end game goal' or two, something big and epic and sci-fi in which to dump bytes and resources. Personally I want to build a bomb capable of triggering a stellar event of procedurally generated beauty. An explosion perhaps capable of destroying the solar system (initiate a 'Big Bang' event that results in the deletion of the old save and beginning a new one, you keep the contents of your backpack) or creating a black hole or something… I like your space station idea. I like the idea in general of constructing orbital modules such as satellites to help with navigation of the surface or space stations to function as nodes or hub or interstellar spacecraft that will whizz you off to a new save. The game needs something such as your suggestion, something big (Tier 10!) something epic to sink a ton of resources into and set an overall objective for the Adventure mode of the game. Yes, there is already a little something to do but it isn't very satisfying to do it. I did it and it was a cool experience but honestly it was a little flat at the end. I like the idea of something cyclical like a solar system reset, the end is a new beginning. It is a creative sandbox game after all and like most creative endeavours you eventually need a fresh canvas to paint as you develop and think of new ideas. I would love to see (setting aside the technical difficulties in realising this for a moment) a new procedurally generated solar system for every new save. The same biomes as we have now but a little different each time… a new puzzle to solve as a reward.
  10. dandanielordanny

    Air vehicle (no not the rocket)

    Yes! An air vehicle of some kind (I like the idea of a Hydrazine powered Luna Lander style contraption that flies similar to the Astroneer Jetpack) is desperately needed to navigate planets such as Vesania, Novus and Atrox as their surface design is incredibly unkind to rovers of any size unless you burn through them with the drill/paver combo which I prefer not to do as it impacts greatly on save performance overall. Most importantly though I think it would be really good fun to fly something like that around. It would certainly encourage greater exploration. Flying around collecting research/scrap and resource canisters. I would love something like that.
  11. dandanielordanny

    Automation: Future additions and improvements

    I'm desperate for some kind of train/pipeline system. Running backwards and forwards to collect resource canisters can be a terrible chore at times. I tried creating an auto-arm conveyer with some success but it was a chore to set it up and then I had to babysit the thing to keep the arms working even with a sensor system to regulate them.
  12. dandanielordanny

    Tier 4 variants of tier 3 machines

    Yes! I was thinking the same recently. I would love to see a new tier size for existing modules with expanded functionality. I now find myself using multiple smelters, soil centrifuges and chemistry labs to populate the various production lines but isn't very efficient. Running everything requires a lot of power (both in game and in terms of processing load on the PS4…) which inspired my own ideas regarding tier 4 smelters, soil centrifuges and chemistry labs. I imagine tier 4 versions of existing production modules to provide greater throughput but also greater sophistication and complexity in their design. A tier 4 smelter for example might have multiple input and output slots to allow for different processes to run concurrently. The same for the soil centrifuge and chemistry lab.
  13. dandanielordanny

    Extra Large Shredder perma shut

    I am experiencing this issue too. I have mine mounted on an Extra Large Platform C rather than a Large Rover.
  14. dandanielordanny

    Auto starting research chamber

    I sincerely hope it will be a thing! :-)
  15. dandanielordanny

    Auto starting research chamber

    If I am remembering correctly, the chamber was already running when I saw the Astronium move from storage to the chamber. I’ll see if I can find the clip for you this weekend. Maybe I dreamt it! 🙂 It would make sense (as you say) for the chamber to auto-start if the is a research item available in local storage. Maybe it should be more like the Smelter, it’s either on/off. If it’s on then it simply drags into itself whatever is in local storage and can be researched? it would free the player to engage in the fun part of researching, running around and collecting the research.