syterth

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  1. syterth

    Able to change orbit around planets

    +1 This would be a great addition! Especially if we had to research, build, attach, and fuel thrusters for our shuttles.
  2. syterth

    An Automation Idea

    I think Astroneer has the potential for some minor automation as the game currently stands. The primary way automation could be used is for organization and recipe crafting. The item I'm suggesting would have a radius or somehow move about your base. It would essentially be a Base Manager. It would be a series of grabber claws that can easily and efficiently move items from one area of your base to another. If anyone plays Factorio, it resembles the logistic bots/network in my mind. Once the module or item has been crafted, you can start designating platforms for certain items. For example, you would assign all smeltable items to your Smelter. Whenever one of those items is placed elsewhere, the Base Manager grabs the item and sends it to the Smelter, which will then go to work cooking things to their final form. Assign resources as you see fit throughout your base. Additionally, you could assign your Large Printer to create a Large Rover, and so the Base Manager will coordinate all available modules and resources towards that goal. It will plug things into the Chemistry Lab and send those new resources over to the Large Printer for construction. An additional possibility would be unloading resources from your backpack. You step into range of the Base Manager and it will unload any resources you have that you did not designate for your backpack. Let's say you designate four canisters for your backpack and a compound for your printer slot. You are coming back from exploring, your canisters are full and you also have 6 ammonium on board. The Base Manager snatches away the ammonium and the four canisters. The ammonium make their way to the Chemistry Lab to become hydrazine and the four full canisters are replaced with four empty canisters. Wash/rinse/repeat. The Base Manager would require constant power, like other modules, otherwise organization shuts down. Additionally, I think a ground based data tower would be required for on-planet interaction with your base from a distance. Likewise, a data transfer dish and a satellite system would be necessary to allow interplanetary interactions from afar. The satellites would be solar powered with batteries attached. Or you could switch those out for RTGs so that power is totally reliable. It would be interesting to see satellites be blocked by their orbit path, unless of course you create enough satellites to guarantee constant information transfer. Likewise, if the satellite runs out of juice and cannot currently get solar power, tough cookies. Aside from the new objects, everything mostly works with the existing game and concepts. I really enjoy Astroneer for its resources and resource management, but as the game progresses, I think it would be awesome to offer some automation so that you can more quickly return to the world at large in pursuit of research or junk or specific resources. This would also allow you to produce more advanced technologies without overseeing every item transfer, button press, and so forth. I'd also love to see more interactions from a distance due to advances in communication technologies available to our Astroneers. That just seems like it would be really cool!
  3. syterth

    Extra Large Shredder

    This thing should be able to shred everything in the game. I'm still sad I can't shred down my old, lesser shuttles. I can't shred old, lesser large platforms...Could you give us a way to break these things into smaller pieces? I made a new game just to grind to the extra large shredder, but I'm mostly disappointed. It doesn't really add anything that noteworthy. I do really like the extra large platform. Now we just need more extra large things to put on it...
  4. syterth

    Autonomous Cargo Shuttle

    I like these ideas. Make launch pads nameable so you could select the target.
  5. syterth

    My Take on 1.0

    A solid idea, I think
  6. syterth

    Hydrazine efficiency

    Perhaps. Keep in mind that hydrazine is essentially renewable once you are well established, whereas the aluminum for the solid fuel thruster is harder to come by.
  7. syterth

    Soil types and resources

    +1 I definitely like the idea of collecting the hard soil for use in the centrifuge. I think that's a great idea! Or even an upgraded version of the centrifuge. Or perhaps in combination with the chemistry lab? A way to get some of the second tier resources more consistently could be nice!
  8. The repackager is an amazing addition. I agree with your smoothing idea. I also think that could be useful! Especially for the creation of "roads" for my vehicles.
  9. +1 Starting on different planets could also be nifty. Especially since they've spread resin and compound throughout.
  10. syterth

    My Take on 1.0

    I have 165 hours clocked so far. A fair chunk since the 1.0 release. I've been to every planet now except Barren (can't recall the new name) and the main Exotic planet (I've been to Novus). I have not dug to the core of any planet yet. Overall, I've researched most of the tech tree and used most of the items/machines available. I have not fully powered the giant purple structure yet; that is my next major goal, then I will call my game play feature complete. Regarding Terrain 2.0: I love the new look and feel to all the planets! Everything is greatly different from T1, which is fantastic. I most enjoy the new Irradiated and new Tundra looks. The irradiated is by far my favorite because it really pushes the envelope. I enjoy that wind is sporadic, the clouds can really inhibit light, and the overall 'atmosphere' is dim and alien. This planet actually makes me seek out the worklight. Even in caves I don't care about that light, so I'm glad it will potentially get some use from me. Irradiated also requires me to devote far more energy and resources to using the medium generator since the other options are far less stable. I hope you continue to push the boundaries regarding the look and overall feel of planets. I LOVE the addition of the different hardnesses of the dirt. That was a fantastic and simple addition to the game that forces us to think about enhancing our tech. Super great! A thought regarding a solar system. Randomize it. Guarantee that most resources can be found, but do not guarantee that there will be the same exact planets every time. I think that would add a level of replayability and fun. Vehicles: I love the tractor! In fact, I'm skipping over the medium rover now because I don't think it offers me anything the tractor and some trailers can't handle. I especially like that it can hold the drill up front and there seems to be some design behind that capability. HOWEVER, the drill on the front of the tractor seems a bit too wild and crazy to me. Firstly, I do not think the angle of drilling should be controlled by the camera angle. That's way too finicky. Use the arrow keys. Give us some control there. Then, once the drill has been set, it will stay in that position so that we are guaranteed a stable drilling experience. I know it's high on the list for fixing, but please extinguish the bug that makes vehicles temporarily not respond. If you fiddle with attachments, the vehicle eventually works again for me, so it's not the end of things...Nonetheless. Repackaging can also be a quick, relatively work around. I love the new shuttles! I literally stuffed the large shuttle to the gills....A large rover, a large storage, plus 4 medium storages full of boxes and things, plus one last medium storage. That's a ton! It was great. I landed on Irradiated and felt like I was able to unload a battlecruiser. I turned that large rover into a huge moving energy platform while I picked a location to set up shop. Every once and a while, with things inside the shuttle (I think this was occurring with the small/medium) you'll see the top bit of an item peeking through the shuttle door. Getting that visual bug solved will only add to the experience! Definitely not a major issue by any means. The landing pad is fantastic. A thought...Shift the starting supplies button from the starting pad to the shelter and make the starting pad be the normal landing pad. And only the initial shelter will actually have that button. Also, being able to pick up a shuttle to get it onto the landing pad is just a nice thing. Simple, painless, great. New Stuff to 1.0: Repackager: YESSSSSS. Thanks a million. It is beautiful. Oxygenator: I enjoy this concept. It's enough of a change and a level of planning that I think it useful to the game. Research Assistants: I really enjoy the concept and most of the execution. They offer a challenge, especially starting out. Do not only have resources found on that planet required to open them. That is too easy/obvious. Allow a mouse over to clarify the resource symbol. I like that the different symbols for each resource exist, but some of them are very similar and hard to discern from one another. So a mouse over clarification would be acceptable. Or, and maybe this exists already, create a library of all the different symbols of resources that the player can reference. Even if it only updated as you found resources...That would be fine with me. This has been mentioned in the forums, but a major issue here is the inability to suspend my disbelief. So this company who can just pelt these worlds with hundreds or even thousands of amateur explorers and gobs of technology...Most of which fail XD is also spending so many resources to aid you in researching technology that exists but just needs unlocked......????? Meh...Not so good from a story perspective. Given the existence of those giant purple structures all over....Turn those research assistants into other alien artifacts. Something is obviously going on there...So own it. Angry Flora: Nice additions! I think a more liberal use of these plants would be acceptable, and I hope there are more ideas in the pipes. Currently, seeds are useless, for instance. Seeds could be integrated into the chemistry lab somehow. The bumper plants are fun, but need a level of unexpectedness. Once you know what they are, you avoid them, and they are zero threat. Perhaps they can mimic other things? Oh, this innocuous tree....WHAM YOU'RE FLUNG 30 FEET AWAY. I dunno...I appreciate that Astroneer is avoiding the typical game trope of kill all hostile creatures....But the line could be skirted better for sure. In fact, like the research assistants, perhaps some flora can only be dealt with via the use of our various resources. You give it a resin or jolt it with a power cell or it breathes toxic oxygen or something, and that's how the plant is incapacitated. Digging everything up is incredibly easy after a point....Boost and Wide....Everything is cake. Make more dynamic, non-angry flora as well. Your trailer shows that cool flowery plant opening, but I did not see that until I got to Irradiated and had seen most of the game already. It would be awesome if you produced enough assets that you had a pool to draw from at game generation, and the player was not guaranteed to see every single plant. Non-Angry Flora: Yes! Trees and Big plants and things! Fill up your planets, please! Just the simple addition or trees made Terran appear far more interesting/populated. Things I Continue to Love: The modularity of things is just great. I really hope this side of the game continues. A bigger light that sits on a stand would be interesting. Switch out tires for treads for walker legs....The different drills are fantastic. Resources. Laterite is beautiful. I love its shape and shimmer! So cool. I really enjoy the combo of chemistry lab and atmosphere condenser. I love dealing in those sorts of relationships, so that's an aspect of the game that I really enjoy fiddling with. Exploration. It's fun, and the interest level has improved with T2. More unique things and challenges would be great. Force us to really make use of our canisters and jumping and all that. Things I Want Improved: Shredder/Shredding/Shredables: This needs another pass. Why can't the large shredder take care of a medium platform? Why can't it shred any box of something? Why can't we shred the opened research assistants? Why is it impossible to gather and transport debris? GRR. I'm liking the balance between centrifuge and trading post...But the shredder just makes me mad. I think an electromagnet for the tractor/crane arm would be nifty. It would require a steady stream of power to be used, then it could hold X amount of things, so long as the power is active. That could be a solution. Since the shredders are so power intensive and finicky, I don't really like putting them on rovers. Another thought was a compactor....Or use the repackager. Things get shoved into a box, then you grind up that box. Seems viable to me. Atmosphere Condensers and Magic Canisters: Just force us to have and use the canisters. I like the different shape to designate gas inside...So the current canisters, once filled with gas, simply fatten. Same with the production of Hydrazine....Require an empty canister. Otherwise, stop with the magical canisters. You have them, use them. Astroneer, in part, is about planning and using resources, items, and space....Let us keep doing that. It really doesn't seem too fiddly to me. Tractor. While I love its addition, it seems a bit confused. A bit bigger, perhaps? It also moves too fast? And by moving too fast, it means every tiny hill becomes a wild bronco trying to buck you off. The tractor shouldn't be bothered by that so much. Tractors, in my mind, are steady, powerful work horses. Less about the getting around and more about getting -things- around. Smoothing. I would like a mod (or even base ability) to allow us to smooth. Yes, there's the flatten function, but that is pretty extreme sometimes, and it also fights against the curvature of the planet pretty quickly. Just a way to smooth a path so that my driving about is less stressful and much easier to accomplish. Thanks for this wonderful game! Keep up the good work! And I can't wait for the next round of content!
  11. I played for about 30 minutes. Given that there's no impetus for building, I think that's plenty. I'll patiently wait for the full release to fully explore! First impressions: I turned to the side from the initial start and I was immediately struck by the newness of the topography. It was not a shape I was used to seeing in Astroneer. It was great! I have nearly 150 hours clocked on Steam, so it made the game very new again. My immediate thought was to find a tunnel and go spelunking. I strapped a full backpack of oxygen tanks and carried a resin for a mid-trip oxygen filter and went down. The caves also felt new and interesting. This particular change stuck with me from the initial discussions in the last video with Adam discussing Terrain 2.0. The claustrophobic nature of the first level of caves was a pleasant change. I think Astroneer could really capitalize on the idea of nearness to the player as they dive underground. Even above ground in some instances. Every cave should not be huge and cavernous. Make us dig a bit to access the full path of the cave. I'm fine with that. All new and exciting! I dug down further. The second layer was also quite nice. I enjoyed the change in shapes. This layer was much more geometric. The ground had crystalline like shapes. I actually really felt compelled to jump in this layer. Skipping from section to section was nice. This layer felt quite different from the first cave area. Finally dug into the core area. It was massive. Felt very cathedral like, and I appreciated that. It imparted a sense of wonder, and I will build a base in this layer someday. Thinking about the effort to dig down and transport everything and the time to travel to and from...That's daunting. My one issue with this layer (and maybe even the second, now I can't remember) there was a visual bug where it appeared as if the sun was penetrating all of those "miles" of rock. If it's intentional, I want some explanation. Flora that emits lots of light, or glowing crystals, magma...Something. Just having the inner catacombs of a planet lit by the sun is ridiculous and offputting. I did appreciate the views, but make me work for them. I need some lights strapped to my person so I can illuminate the darkness. Kudos for drastically changing how Astroneer looks! I hope that this really improves the diversity on any given planet, but also makes each planet feel hugely unique beyond some color differences and slight differences in topography as is the current state of the game. I also hope that the different layers of a planet do not behave similarly from planet to planet. If the first is cramped, the second is less so, and the third is quite open every time....Meh. That would be lame. A tunneling vehicle now seems more necessary. Or making the drill on the front of a rover actually work in a useful way... That's all I have. Like I said, I can't wait! Hopefully I don't have anything important going on in February.
  12. syterth

    Power nuggets: gone but not forgotten

    I like the idea of having generators only activate when something needs power. I agree that on/off is tedious and not adding anything useful right now.
  13. syterth

    Astroneer 1.0 QOL suggestion thread

    This even happens in single player. I've mined out an entire vein, but I still see the resource icon over the pit. Make those deletable somehow? Or just make them disappear when all the material is gone.