Imelin Cane

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About Imelin Cane

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  1. I died while entering the habitat (hit by a storm box), and it seemed to have bugged the Habitat. Not only could I no longer find my corpse/backpack, but exiting the habitat afterwards caused damage. I quit and reloaded the game - still bugged. The door was closed, and I could see a marker for my corpse inside. Upon entering the Hab, the door opened, and the items popped off my corpse and bounced around near the Hab, but backpack-sized, not normal size. When I tried to exit again (to pick them up), I died immediately. Subsequent enter/exits of the Hab will either close the door and trap me inside, or force me out through the closed door, taking damage. If I'm trapped inside and try to move out, I usually die immediately. If I try moving out in a certain direction while exiting the Hab, I can often pop out without damage. It doesn't seem like I can open my old corpse backpack (still has a marker), because hovering over the Hab selects the Hab and wants to create a conduit, not open the Backpack. This is on PC
  2. Imelin Cane

    How delete last save?

    Xbox One (from memory): [Note: This deletes all your saved games] Go to "My Games and Apps" Find your Astroneer game under Games Click the Menu button on your controller while the game is Selected Select Manage Game. This should take you to a new menu that has "Saved Data" In Saved Data, move the selection over the Astroneer save game data (there should just be one item) Click Menu on the controller and select Delete... It should prompt you to select whether to delete from console or delete "Everywhere" ... select Everywhere. You need to delete from 'Everywhere' (includes the Cloud save), or it will refresh your saves next time you load up the game and nothing will have changed.
  3. Imelin Cane

    "125" - February 16th, 2017

    On Xbox, my buddy and I were in a game that crash at almost the exact time the Patch came out. I wiped the game we were in and we started a new one - marked improvement in stability and speed! I *love* the fact that the Astroneer selection in the main screen is so much easier and intuitive. I'd love to see it pushed a little further so that each Astroneer represents a Save (and not have the save ghost at all) ... and forces unique selection of the astroneer type per game (ie: Only one client can join as Orange, etc). Love the art updates. Looking great!
  4. Imelin Cane

    "125" - February 16th, 2017

    What does "Additional organic research items" mean? More models for organic-looking Unknown objects, more occurrence of Organic materials coming out of research, or new actual items you can research that use Organic material?
  5. Imelin Cane

    Cane's List

    I agree that I would like to see more building upgrades - and I think I saw things like this in early screenshots. I don't agree about the weaponry. If there is any kind of conflict, I'd like to see it very indirect ... like putting down Seeds around your base to grow Spikers for protection against roaming animals or something. I feel like this game is too cute and whimsical to start adding combat.
  6. Imelin Cane

    Trading Platform Yield Incorrect

    Long answer, some directed at SES... A while ago, I had somehow came to the conclusion that when you put different resource nuggets on a trade platform, they don't make room for each other for the return trip -- they aren't removed and replaced in the proper order. Meaning, if you put 4 Aluminum on at a 2:1 exchange to Compound, all 4 are removed at once, and replaced with 8 Compound. But if you mixed resources of different value, it would not return many (or any) of the requested resource. It's possible the System Era devs have made it so the Trade Platform will -never- discard a resource, no matter what. I respect that. When you send nuggets with differing exchange rates, wacky things happen, and in wacky order. A nugget will never be exchanged for a fraction of the exchange value, only the entire exchange value, by the way. I can't test it right now, but from your video, I *think* what's happening is that when you add your first Titanium, it's calculating the Aluminum first (I think because its exchange value of 8 is higher than the Titanium at 4? Maybe because the Aluminum was on there first?). Because there are only 3 open spots, it will only exchange ONE of the Aluminums while evaluating all of them, to give you only 2x Compound. It hasn't removed the Aluminum yet. Again, it will not give you a third Compound because it won't exchange for fractions. Nothing else on the platform exchanges to 1x Compound, so it stops and returns the platform with only 2 Compound, 2 empty slots, 1 Titanium and 3 Aluminum. When you add another Titanium, somehow the search function flips? Maybe the exchange value of Titanium is now higher, so it is processed first -- or possibly Titanium was the last thing added to the Platform? So it sees the Titanium and tries to exchange it ... but, there are only 2 open spots on the Platform, so the 1:4 exchange rate doesn't jive. It does not exchange any of them, and stops the process. 0 Compound returned. I assume this was done to protect against loss of items due to overloading the Platform - you get everything returned, right? If it was still evaluating the Aluminum first, you should have got one to exchange, returning the platform with 2 Titanium, 3 Aluminum, 2 Compound and 1 empty slot. But it apparently isn't. I'll try to test later this week. If this is actually what's happening, and assuming SES still wants to prevent any loss of resources due to overloading the Trade Platform, the fix should likely be something like: 1) Lock the platform at launch, and evaluate all items on the Platform into an array after it leaves orbit (this fixes the platform theft bug, too) 2) Parse the array in order of least rare to most rare resource. Iterate through those items, and remove them individually from the array, then adding the exchanged resources back to the Platform as long as there are sufficient open spaces. If there are not enough open spaces to do a full exchange, the process stops. 3) Continue through all different resources until all empty slots are filled. 4) Return the Platform to the Module. This gets a bit sticky though. To me, it makes more sense to eat the more rare resources first, but either way it has to be one direction or the other. Every single resource will have to be put in a priority order. But you have to critically organize how you evaluate a Platform with 1 Titanium, 1 Coal and 1 Lithium trading for Compound. You're only getting 4 Compound back, and leaving two original resources on the Platform. You could reject the trade, randomize it or figure out which is more or less important than the other two. Maybe first in first out? First in last out? Or, if Titanium is always considered more valuable than Lithium, and Lithium always more valuable than Coal, you already have an answer. In this way, if you send 6 items off to trade for Compound: 1 Titanium (1:4), 1 Aluminum (1:2), 1 Copper (1:2), 2 Resin (2:1) and 1 Organic (2:1). The following happens: - Organic has the lowest value, it's evaluated first, two at a time. There are 3 open spaces (including itself). The 1 Organic can't be exchanged fractionally. It is passed over. - Next is Resin, also evaluated two at a time. There are 4 open spaces (including the 2 themselves), so they are removed and 1 Compound added. - Next down is Aluminum. There are now 4 open spaces (including itself), so it is removed and 2 Compound are added. - Next is Copper. There are now 3 open spaces (Including itself). It is removed and 2 Compound are Added. - Now Titanium. There are only 2 spaces open (including itself). Not enough to exchange for 4 Compound. Titanium is passed over. Process stops. - Platform returned with 1 Organic, 5 Compound, 1 Titanium and 2 open spaces. In your case, when sending 4 Aluminum and 1 Titanium, instead of getting 2 Compound back, the platform should return 2 Aluminum, 4 Compound, 1 Titanium, and 1 empty spot. The important part is that you needed Compound and you should get as much as the Platform could carry.
  7. Imelin Cane

    Cane's Hard Mode

    Update: Base on Radiated actually went well. Abundant hydrazine at/near the planet's surface allowed me to head back to Terran and pick up a whole bunch of Resin and Compound, which is nearly impossible to find. I was able to get a surface base and a deeper mining base going fairly quickly, fueled by a Coal Generator. In my progression chart, researching on Radiated unlocks some important items -- Lg. Generator, Tethers and Lg. Batteries. The Generator and Lg. Batteries were clutch, as minimal sunlight, cave bases, and the relatively limited availability of Lithium makes harnessing Solar energy much slower and less lucrative in this mode. But, something else emerged. Tethers were not nearly as much of a revelation as I had expected. I had conditioned my playstyle to be so much more frugal, and I was already advanced into making vehicle easily, that Tethers were far less important as a source of Oxygen, and far more important as a source of power, and, unbelievably, LIGHT! Oh man. When I finally had the chance to light up the dark caves around my base, it was a huge relief. Either way, it makes me thing I should move up Tethers -- maybe just one planet -- in order to make them more valuable as an oxygen resource. But even still, it's become an interesting strategy to decide whether to use tethers connected to my Cave bases or now, simply because I know I'll be drawing power from my base batteries, versus the rechargeable backpack power. That becomes no small distinction. Fuel Condenser came late. Even after I had researched it, I didn't build one until after I had a base on Radiated. Without a Trade Platform, the abundance of Hydrazine on some planets makes the ability to product it with precious Power is far less desirable. I'd just as soon strap on a few extra O2 Tanks, and explore to grab 2-3 bottles out of a Hydrazine vein. It'm starting to feel even stronger about having Hydrazine be a smelting/processing product from a new Resource (crystal or liquid ammonia?) that is a little more rare than Hydrazine seems to be currently. I am still struggling with getting Power Cells to be valuable, and I know why. Compound. Power Cells have to compete for Compound against many other very useful, very necessary early-game items. Filters, Beacons, Research Station, Smelter -- right at the beginning of the game. And then as the game progresses, Compound is always needed ... Solar Panels, Rovers, Storage, Habitats & Seats. Without Tethers right at the beginning, your range is reduced. Without a larger range right out of the gate, Compound is far more valuable, and isn't worth using for a resource that recharges by itself. There are two good answers. One, make Power Cells with a different resource that is also available right at the beginning -- Organic, or maybe Resin. Or second, increase the early supply of Compound. Possibly by always having a renewable Compound Node within walking distance of the Starting Base. That's all for now.
  8. Imelin Cane

    Progression "Hard Mode"

    Yeah, I should have been more clear when I posted this - those were things I was working with as ideas for what could be found, not what's actually available now. Compound and Resin seem to be Rare or Trace on some planets already. Coal tends to be really abundant on most planets (Tundra and Radiated, I've found lots, even just below the surface). And then there are varying amounts at varying depths, though they don't seem to be tied to much progression as of yet.
  9. Imelin Cane

    Progression "Hard Mode"

    Thought I'd add the newest version of the Progresssion idea... https://docs.google.com/drawings/d/1ofYluZ7lfwtJ-5bdqVeCVb2n4TBd7p4Pdl-MyrWUN1c/edit?usp=sharing
  10. Imelin Cane

    Cane's Hard Mode

    Hello All, As part of some exploration I've been doing into possible Progression paths through Astroneer, gating items & research and creating a challenging sort of "Hard Mode" has turned out to be incredibly fun for me. I thought I'd share my experience and see what people think, and maybe try this challenge mode for themselves. Here's a link to my progression chart. I've been holding to these guidelines as best as I can: https://docs.google.com/drawings/d/1jLbcD5ocp_qiAqr5ZvCJ8M_lFh8AOoroQaISZ4zuMiM/edit?usp=sharing (Note: The amounts of resources were based on what I think *should* be on those planets, not what I'm actually seeing.) The rules I've been going by are as such: Starting Items: Beacons, Research Station, and Filters. Unfortunately, given the current state of the game, Filters must be researched first. This was one of the hardest things to overcome right at the beginning. However, it turned out to be really fun. Finding the Resin and Compound to build the Research Bay, then researching Unknown Objects until I got Filters was CRAZY with only Beacons at my disposal. But I was able to finally pull it off in my first game, and then got really lucky (big Resin deposit close to base) in a new game I started after 119 dropped. Unlocking: When I "Research", I'm researching only the item on my list. I give about two researches per item. By the time I got off Tundra, I had almost everything researched, but still limited myself to only 9 items. Try to stick to planetary features in the guide (Trace Sunlight, Abundant Wind, etc) if at all possible. No exploiting. The only time I may have violated this rule was when bugged out cracks in the terrain revealed some deposit nearby. Once I've unlocked an item, it's available to me on all planets. Scavenged items don't count toward research unlocks. If I find a Seat, or an Oxygen Tank or Battery on a dead Astroneer, I use it. Scavenging should be a bigger part of this game! Also, this was really important to craft things early in the game - Like scavenging Titanium to build an O2 Tank. Finding a downed satellite or ship would sometimes be an absolute miracle that would allow me to build a new O2 tank or battery. Things Learned in 'Hard Mode': Covet finite resources like Compound and Resin! There was never a bigger shock than needing Compound and having none left, and no good way to drive around looking for it. Bring all the materials you need to build a Research Module (plus another module) to a new planet. I learned quickly that without all 7 Resin needed to build 3 extensions and 2 platforms on a new planet is BRUTAL. Without tethers and all the extra stuff, roaming all over the countryside in search of more Compound and Resin is not possible. The best solution always seemed to be "Pick a spot near base and start digging" Use your two "keeper slots" wisely, and don't carry too much important stuff with you. Crater down a deep hole, or suffocate way out in the middle of nowhere, with your very important Resin in your pack? Be prepared to spend a few hours recovering. Should have left that at the base. Bugs are absolutely soul-crushing. I came back to a game where I logged out while sitting in a rover way down in a cave ... Rover was clipped into the terrain, so I jumped out to try to flip it up/out. Instantly killed by a plant and rover fell through the world. Lost everything. Recovering from that disaster was a massive undertaking. Knowing where you need to go, what you might find there, and how much oxygen it will take to get back to base, or to a vehicle, was a skill I had to acquire very acutely. It's incredibly gratifying when you plan it out and get what you need and return to base as you're suffocating. Scout your area extensively before deciding what order to build your Modules. Making it back to base many times while suffocating was exhilarating. Making very precise paths, and jealously coveting Scavenged objects & power usage was really informative about how the game can be streamlined and made efficient. Here's a tip: ALWAYS RUN. You get about 5-10% more distance from your oxygen if you always run. Another Tip: "Grab-hop" always. That's when you grab an object, flip it out in front of you, and then grab it again as you're running by. Saved my ass many times, and also made me wonder where there are even two speeds in the game. How has it gone? I'm currently on Radiated in my second game starting my base there. I'm trying to make it to Exotic and unlock the last few things, and do some serious exploring. Certain planets, Tundra and Radiated especially, have been crazy hard to find Resin or Compound, and often it's a 'fountain' that I find to get the few I need. Otherwise, I'll make the journey back to Terran to try to find more. Whenever a friend joined, I reminded them I was playing Hard Mode, and they helped me out. But sometimes it turned into a liability - they would die in the middle of nowhere with valuable items or resources, or use up all the Compound making 8x Filters when it was needed to build a Module, etc. They were additional challenges, really, that made the game even more interesting. A very crucial mistake I made on Barren when I landed a shuttle to start a base and accidentally created a Research Module out of my first platform - Destroying any chance at building a base there. I had to blast off and settle down at a new base ... but the Shuttle was already burnt and couldn't create another base. I had to then blast back to Terran to build another shuttle and harvest more Hydrazine. Big setback, which I think was somewhat of a bug with the way platforms are being created out of shuttles and ships? After I was able to find a new spot and stabilize my resources, I got myself to Tundra. I set up a decent little base, but this is where I lost all my stuff due to my Rover bugging through the terrain. This is when I start learning that it is imperative to plan out your base. I had built a Vehicle Base and a Research Station right at the beginning. There was a rich cave nearby, but zero Compound. I got lucky and found a Resin fountain not too far away, so I could pull 2 or 3 resin every few game hours. After a few days on Tundra just grab-hopping Unknowns to do the Research I needed to ... I got out of there. I had to go back to Terran to abandon my shuttle (base-connector burned), and build myself a shiny new Spaceship. Arid was a new ball of wax. Without a Vehicle to travel around in, the wind-blown death balls would have their way with me. After a couple landings, I found a half-decent spot to build a base that was on the side of a hill and somewhat protected. As it turns out, I got a chance to find out how to build a base directly into the side of a mountain. I thought I needed a Vehicle Bay right away to protect me from the elements, so I set about building one (I brought a bunch of Aluminum from Tundra, too), but then realized that I had a great cave system just outside my base. The Compound used to build the Vehicle Bay crippled me - there was none to be found anywhere near me. I had to decide whether to build a Smelter or Research next ... I went Research -- it was my only shot at getting Compound and Resin, apparently. I got lucky and pulled a few compound, and just enough Resin to build a Smelter and build up some Aluminum and Copper and get off Arid. *Oof* -- Hard Mode is Hard without a Trade Platform! But, my next stop is Radiated, where I can research Tethers, Large Batteries, and Large Generator -- which is good, since power has been a problem, and there has been an abundance of Coal and Lithium on the last couple planets. Now I'm here, on Radiated, with practically no Resin or Compound. I may have to make a run to Terran to gather up some more. One good thing is the Spaceship doesn't seem to have the "one and done" mechanic for creating new bases that a Shuttle has. My best hope is that I'll find a few resources that can get me a Research bay and a Printer, so that I can start putting that Coal to good use. My Features bar in the progression chart also inform how I treat the resources of each planet. I consider Tundra to have little sunlight, in order to force my dependance on Wind and Organic power. Arid is the opposite. Radiated will be tough because I will be lowering my use of both Solar and Wind power, which will force me to use Coal and Organic power. This aught to be fun! Cheers. I know this has been a lot of text. I hope someone gets something out of it! Imelin Cane tl;dr: Self-imposed limitations and progressions through research can be fun!
  11. Imelin Cane

    Cane's List

    I agree, Sean. I think there are some good options for an undercurrent of Manifest Destiny, or environmental protection, while still keeping the game fun and whimsical.
  12. Imelin Cane

    Cane's List

    Hello All, I've been working on a bunch of different things for Astroneer, so I thought I'd collect them here. I've been writing out suggestions, mechanics ideas, UI improvements, and other things as I go. Here's the link to my doc: https://docs.google.com/document/d/1yJF_Uhm2xAy7RIrzj0wCgvwYQKkfdPbdeCnI-mYOTcE/edit?usp=sharing I keep adding to it every time I play. I will post something different with my explanation of Progression, and how I've been playing (I've been calling it Hard Mode).
  13. I had developed my own ideas, but I won't claim they are original - I've seen people post a lot of great ideas, similar and not.
  14. I haven't jumped on for a week or so, but I thought I'd dump the Tech Progression Tree I've been working on, as well as all the stuff I've been writing down since I started playing Astroneer in early Dec. I'll start by adding this image of the Tech Tree... As you can see, there is an addition of a Space Station (many requests for this), the three starting items, and a somewhat crazy depiction of which research and resources unlock which progressive items. Still a work in progress, and I'm still adding a lot more things. Next is ... 5 pages of suggestions for UI, Mechanics, Items, Progression and Narrative. I left out Bugs, because it looks like everyone has been doing a great job discovering them so far, I'd have very little to add. Here we gooooo... UI Improvements Launch/save platform. I would love it if each Astroneer was its own save. Currently that would limit to 4 saves, but I think that’s a good round number. This also has the nice effect of having each different suit represent a different game. Also, there is no need for the “Left/Launch/Right” button group. Just left/right to select a Pod, show the last save time, and hit a button to launch/load the save game. Also, of course as many have mentioned, the ability to delete saves. Snap the backpack to one side or the other. Having it wave back and forth when you’re trying to move items around is a huge nuisance. Snap to the left side of the screen, then if you move to the left, snap it over to the right side. Moving back to the right snaps it to the left side again. Allow opening the backpack, and use of the Select tool (not the terrain deformer) from inside a Habitat pod. This allows you to move, power and process goods around your base during a storm, rather than it being “dead time”. Mechanics The terrain tool’s “Level” function should be changed to a Ramp, in which you can click once to begin a ramp, then again for the destination. The tool creates a ramp from one point to another, just barely wide enough for a Rover or Truck. Then also add a “Smooth” tool, which very simply smooths terrain, possibly also flattening into the plane perpendicular to gravity. Weights of vehicles should be greatly increased (or maybe, the gravity of some planets should be greatly increased). Solar energy collection should be fully affected by shadows (Clouds, Planets, players, everything), and should probably be a lot slower, in order to make fossil fuel Generators more competitive. Deconstruction. Either by a module building, or just as a click, the deconstruction of crafted items, I believe, is imperative in this game as the game advances and you revisit bases with new technology. You should be able to get a few of the original materials back, and makes sense as you progress to bigger and/or better items in the game. ‘Planting’ objects. It’s not an easy thing you try to dig a hole and try to fill it in with an object sticking out, to try planting it back in the ground. Would be great to see some kind of quick mechanic that allows you to just partially bury an object. Could also combine with Decorative objects (see below). When I first encountered a storm, saw the voxels whipping through the air, and the Tether lines bouncing about, I surely expected the storm to destroy my stuff. Not so. Why not? I’d love to see storms knock out Tether posts, damage/destroy items in my base, and/or make things unusable until I fix them. This would put a whole new danger into cave diving with only Tethers as your lifeline. Burying Tethers, putting a premium on Filters and building/protecting Vehicles would become a bigger part of the narrative. New Items Escape Pod: This is basically the exact same thing as the original Habitat, and replaces the old Habitat completely. It can be set down and turned into a new base, or launched into orbit. It’s the first item you can construct (through scavenging, then later with maybe a Printer or Vehicle Bay) that allows you to leave the planet. It has only 2 charges of fuel, and initially only has a range large enough to fly between Terran and Barren. When you get inside the Pod, a Launch button and a Base button appear. Once launched, you can land, and the Pod’s fuel is spent. You can then click the Base button to create a new base. Early in the game, it’s there to allow you to fly to Barren and create your first off-world base. Later in the game it can be used to either make quick trips to your Space Station, or easily establish new bases. The 2 charges of fuel are built into the construction of the Pod, and cannot be recharged. Once it sets down, it can only be used to build a base. Pegmatite: A resource that must be refined in a smelter to get Boron and Uranium. Habitat: The new ‘Habitat’, is actually an expansion of an Escape Pod (the original Habitat), which allows for an indoor space for all 4 Astroneers, several large storage points, customization, and advancement of certain research. Would be a nice progression of the game, and also a better definition of the word Habitat. Smog: The idea of choosing dirty or clean fuel (See Progression below) can be made difficult by having Fossil fuel generators produce power much faster, but at the cost of harmful smog if ran too long. Smog itself damages players, and makes them walk slower. It slowly clears out over time when a Generator (Small or large) is not in use. Space Station: After gathering crashed parts from several of the starting planets, you can cobble them together and launch a Spaceship loaded with the specialized parts. Once in orbit, you can convert your ship into a Space Station. It comes complete with: 2 Huge connection points (ie: 8 Large connection points or 16 Small) One free Escape Pod A vehicle bay to land & store ships New research options -- but research pods must be brought up from planets. The benefits of the Space Station are: It’s the only location with 100% constant solar energy It has the largest travel range in the solar system It can travel between planets for free It cannot land, and is a permanent fixture in the game - you only build one. A good place to set up a solar battery charging array, resource storage, or a greenhouse grow/compress manufacturing platform that easily moves between planets. Monorail/Mag-Lev Carts: Many people have suggested some kind of rail system. I like the idea that you can place a rail system like the mechanics of the Tethers, and you can craft & place train cars on the rail. By crafting and adding seats and storage, you can link them together the way Rovers work now, and scoot around caves mining and gethering for a more on-rails approach to mining. Similar to @Eyce’s idea, add a platform module that is like a train station, which serves as a starting point for the rail, as well as feeds power into the system. Much of the existing Tether mechanics could be used for this. Nuclear Reactor: Using uranium, which can be refined from pegmatite (or boron), this Platform (not simply a large object) generates immense energy over prolonged periods, but if the entire uranium object is consumed within a certain time limit, also creates “smog” like a coal generator … basically radiation. Getting too close within a certain time period will kill you. Shield Wall: This is really just a flat standing object that snaps into a platform base and can be rotated in 120 degree increments. It’s just designed to help shelter your base from storm hazards - but can sometimes reduce wind power and solar generation from low-mounted vanes and panel. Helpful on Arid and Radiated. Hydraulic Press: A Platform that requires a lot of energy, but can press several stacks of Organic into Coal, and Coal into other crystals used for crafting. Could be used for other purposes, too -- like compressing multiple resources into an easier-to-transport block. It’s possible the Smelter’s function could be expanded into this. Greenhouse: A platform building that allows you to feed certain resources into it (Boron?) and grow more Organic. The idea, mechanically, goes back to finite resources. Ideally, plants would grow too slow in the wild to harvest repeatedly. But getting a Greenhouse will allow you to sink some resources into it in order to grow more Organic to feed some power generators. Thermal Generator: We’ve already see the ‘steam vents’ around the game, and the existence of a “Geothermal” in documents suggests this idea already, but it fits into a progression idea where underground mining operations may need some additional help. A slow-filling energy source would be perfect to set up shop underground where the mining is good. Though it seems thermal vents are rare, this seems like a good slow alternative to filling up your cavern with smog using a Coal Generator. “Scrap”: The idea that all those little bits of spaceships and satellites strewn across planets can be collected and put to use. When snapped together in a specific configuration, they might convert into an Escape Pod or a Rover. Decorative Items: I feel like the bottoms of ‘Research’ plants should also have connection points, in order to use them as decorations around your base. Free connections are usually in tight supply, but being able to drop some cool trees or funky objects around your base would be really cool. Also ties into making objects ‘plantable’. Landing Pad: A specific platform conversion that is dedicated for space landings. There is a design challenge currently in the game where if a player lands their spacecraft at a base with a vehicle already in the designated Vehicle Bay (I believe it’s always the first VB built?), then the spacecraft either shoves the vehicle through the terrain, or they clip into each other. This is a conundrum for players who explore by land, then build and use a spacecraft to return to another base, or if a player blasts off from a secondary VB and returns to the primary, or when playing with other players. I think the building of additional Landing Pads makes sense, for very cheap, and when all landing spots are taken, the landing craft should just blow the existing craft off the pad. Base platforms: There are times when building another base seems clunky, especially from a spacecraft landing at a new site. Currently a little blank platform is created. I think this should really just be an object that can be placed, and essentially also includes a Landing Pad. That way, the Base platform can be carried around, stuck on a vehicle, and driven over to a new interesting area, then put down and activated to create a new landing site and begin expanding a new base. That way, the Escape Pod can be separated as specifically a travel device. Otherwise, I’d like to see the Escape Pod convert into a more dedicated “Base-like” structure when activated. Aesthetics Change the name of Terran or Barren -- Having the first two planets’ names sound so similar can be confusing, especially in multiplayer voice chat. Change the name of Radiated to “Toxic” … Feels more in line with the other planets, 4 of which represent their current condition (Barren, Tundra, Arid, Exotic) rather than a possibly past-tense word … also all other planets are 2- or 3-syllable words, which is more appealing. Change the name of “Unknown” to Artifact or something similar. Possibly multiple names … Unknown, Artifact, Specimen, Gizmo, etc. The difference between planets should be a little more extreme. This could have multiple benefits. Aesthetically, it might make more impact thru gameplay and visuals, but also will present very real new challenges depending on the planet you’re on. 100% cloud cover on Tundra? Better get your wind farm up and running. Low sunlight, and no wind on Exotic? Gather up that Uranium and fire up the power plant. Constant storms on Radiated? Put up your shield walls, and build a vehicle right away to protect yourself. Limiting certain “Unknown” object styles to certain planets is thematic, but I also think they should relate directly to the available Schematic available from it. Light Grey squarish Artifacts will always drop one of 3 schematics (or one of 3 certain resources), and is only found on 2 planets, etc. That way it’s a little more predictable what you’re getting, and adds to the progressive theme/palette. A few more types of storms, than just the Wind/hazard storm. I'm not sure what kinds if interesting hazards rain, snow, hail or acid rain could produce beyond making it harder to drive or run, but I can also imagine that on different planets would rain/snow many different kinds of elements or compounds than just water. Progression There is currently a glut of powerful items available very early in the game. Though this may be on purpose, so that Alpha users can accelerate through the game, it should be said that items that allow for more freedom of movement and unlimited supplies (Tethers, Solar Panels, Wind Vanes, Vehicles, Batteries) should be more difficult to get, and probably held back until the middle or late stages of the game. Start the game with only a few items that allow you to barely survive, research new items, and slowly grow your base through risky mining. Each new base and planet should present a new challenge, and the items found and researched on that planet will help with survivability there, as well as the next logical planet -- Such as, Solar Panels not being available to research until Arid, which is an abundantly sunny planet. Also available on Arid would be the schematics and parts available to progress to the Space Station. The game should revolve around the progression of more interesting and powerful resources to create more power output and exploration. You start with just the power in your backpack. Then there are two paths to take, one to renewable, unreliable clean energy, and one for more sustained, higher-output dirty energy. Not mutually exclusive, though. The player can research both. Clean path: Power Cells -> Wind Vane -> Solar Cell -> Wind Turbine -> Solar Array -> Thermal Generator This path relies heavily on Batteries to harness and store energy for later use, especially underground, where only the Thermal will have use. Will use a lot of resources, especially high value, to craft objects and batteries. Fossil path: Power Cells -> Organic Generator -> Coal Generator -> Nuclear Reactor This path is usually easily powered, but from only limited resources - the benefit is they provide sustained energy, have less reliability on batteries, and work underground - but after prolonged use will create harmful clouds of smog. While some high-value resources are needed to craft these generators, Organic, Coal and Uranium will be consumed steadily to produce power. Scavenging could take on a much larger role. In order to escape Terran at the beginning of the game could require the scavenging of Scrap parts to construct a makeshift Escape Pod, as well as later in the game to complete construction of a Space Station. Narrative I have to assume that the overall mechanics will remain as such: Drop-in Multiplayer Limited to a solar system of a handful of planets Focus on exploration, construction and exploitation of planets Given those things, I start having a sense that this is a discovery mission of a small group of astronauts to a new solar system. As if our brave spacefarers have come a long way to a new system, on an advanced mission to find out if this star can sustain life for a colony. Are any of these planets safe enough? What system have these spacefarers come from, and why did they make this long trip? Has something gone wrong? 4 Astronauts travelling through the galaxy at high speed encounter some problem, careen way off course and find themselves marooned in an unknown solar system. They must land on the planets to explore them, gathering their resources and establish up bases to eventually build a new generation ship so they can return home -- or at least try. But, it looks like they weren’t the first species to crash land here. Nor the first craft of any kind, for that matter.
  15. Imelin Cane

    Progression "Hard Mode"

    I'm thinking now that trace elements on almost all planets is feasible, even in progression, given the idea that your digging depth would be limited at the beginning based on your available tools, but returning later with more things unlocked could be a necessary way to get more resources. Edit: Especially on Terran.