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Found 5 results

  1. Great to hear that automation is next on the agenda and the prototypes i have seen are were already quite interesting. Given that the game has quite a few recipes to go through we will have enough automated production lines to build and setup - so this will be the biggest content update in terms of time needed to fully go through it. Therefore I am soo looking forward to it. But as it is still in a development I would like to address the typical balancing issues that come up with any such concepts. First of all there is the issue of resources and sinks. It doesn't make that much sen
  2. I noticed that hydrazine (and ammonium in general) is extremely important to travel on another planet, and yet it is hard to find, and even worse you can't extract them from a "mineral extractor". So even if you find it, you are going to slowly run out, especially if you use more than one spaceship. So I have some suggestion: make ammonium craftable. Of course for balance reasons, it should be hard to do it. However it should use items that the mineral extractor can extract, the ideal would be: Getting stuff from a mineral extractor (let's say compound) Getting gas f
  3. Frankly, Hydrazine is worth way too much. I get to a certain point in any point of Astroneers save where I'm simply grinding away, using the fuel condenser and trading Hydrazine to get any and all resources I need, and I find myself with very little or no reason to go out and explore. I think that this needs to be balanced by doing one of two things 1. Making Hydrazine worth nothing as a trade commodity (unless a dynamic player economy is in place), or by 2. Making Hydrazine tanks/fuel containers cost Titanium to build, much like oxygen tanks, and said tanks you would be ab
  4. Trading is great! Especially if you're setting up colony and need lots of resin and a some lithium. But then there's the Fuel condenser -> Trading abuse... Here my idea for balancing it without outright nerfing anything. (No one likes nerfs D:) Upkeep: Small amount of fuel, perhaps 1/8 tank per launch Supply and Demand: Renewable resource devalued if a lot is sold in a short amount of time. Value increases back to normal levels over time. Limited amount of Rarer resources that can be bought over a short period of time. Selling them restores
  5. Hi, First of all, this game is awesome!! Back to topic, the fact that we can get loads of lithium and titanium from researching makes exploring other planets "not necessary". I think getting random common resources out of research would be a pretty good solution.