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  1. So an idea popped into my head today while playing... Wouldn't it be cool if the generator would know when to stop generating when my rover's battery was fully charged then i thought it would be cool to have smart generates that not only auto shut off but grabbed resources from other nods on the same platform. I got a couple ideas too. If there was a module that was like a research center that granted more abilities or improved abilities. Perhaps increased tether range/ brighter tether lighting. more torque for rovers more backpack nods increased backpack battery increased backpack oxygen the ideas kinda write themselves super easy to think of different things to upgrade. and i think this would give you more game to play with having more things to earn.
  2. While viewing the Astroneer 1.0 what I thought was an asteroid impact was merely a plant slamming itself on the player but that got me thinking. Are there more realistic hazards that could be added? Here are my ideas of course they might have already been suggested or are being worked on as we speak. I realize coding is not easy so these are just thoughts :). This will be expanded in the future. 1.Asteroid Impacts: Having an asteroid impact would be fantastic for astroneer as it poses a threat from anywhere! The asteroid would leave a trail of flames and could be visible from Space just before it hits. The crater could be a reasonable size and would be hot as for if a player were to make contact, they would start taking damage. Eventually this crater would cool down after a few minutes and reveal ores such as copper or aluminium. 2.Active Volcanoes: I dont know if this is in the works for Terrain 2.0 but if it isn't then allow me to share my idea. An Active Volcano will erupt every few hours and a loud sound will be emitted. Rocks similar from dust storms but instead these rocks will be glowing will be sent into the atmosphere and will have a radius of a few kilometers and maybe damage players before despawning. Hot glowing rock can be seen at the top of the volcano almost in a water fountain fashion before falling back into the crater. 3.Projectile Fauna: I know for a fact that these types of aggressive plants are being worked on or are on the drawing boards already. These plants would work by spotting an astroneer in a certain radius and shoot out spikes or other projectiles slowly killing the player. WILL UPDATE THIS LIST SOON!
  3. So, some people enjoy sandbox games as they are, where they can be creative and create their own challenges and not really needing challenges be presented to them. Other people, like me, do prefer there to be challenges in game. And I know you guys are planning on adding those challenges. But, you can only do so much, and there are lots of people out there with lots of great ideas who could help. And to make it clear, I'm not talking about mods. I'm talking about having an in-game option for users to create challenges, or puzzles, whatever you want to call them, and making it very easy to share them.
  4. Ok, I really, really, love Astroneer. This game scratches nearly every itch I have in gaming. It's diverse, open, easy to play in short spurts or in long sessions. The art is charmingly simple yet also breathtakingly beautiful. The game mechanics are great and maturing rapidly. I enjoy watching it develop and the dev group is great - transparent and approachable. However, there's one thing that I'm starving for in this game. I know you've heard this a hundred times, and I'm sure you are already working on it, but please keep reading and let me make my case for what I need and what I think others want, in hopes that it will guide your development. The game needs a past - a sense of the undiscovered, or rediscovered. It's in the game already, but it's starving for more. I can't forget the first time I discovered a deep green cave - a foggy, mysterious place, inhabited by a zebra ball, two dead astroneers, and three satellite objects that were inexplicably underground. I was stunned. The game immediately ratcheted up in excitement and intensity. What wonders or horrors lurked in this cyclopean underworld? The first time I found one of those long, spiraling, green, dead end tunnels, there was a sense of excitement - "How deep does this go... do I have enough oxygen?" I found a resource chest at the bottom, and I was sure it was going to yield some great reward. It gave me one compound... but there was still that spark. The wrecks, at least the first few, did this for me as well. However, the game has precious few of these little mysteries. I recently re-read "At the Mountains of Madness" and I was thrilled again at the thought of discovering some ancient ruin of a far advanced civilization. Robert Howard's Kull the Conqueror and Solomon Kane also feature encounters with long-forgotten ruins, both advanced and primitive, and not all unoccupied. Part of the reason I love the Lord of the Rings is because it's steeped in fallen ruins and hints of past eons. Blade Runner 2049 revels in the ruins of our modern cities. I remember playing the original Far Cry back in 2004. I explored every nook and cranny of that game, and I clearly remember the excitement of finding a downed WWII era Japanese warplane rusting in the jungle. There wasn't anything to it, it was just there, off the beaten path where players really weren't expected to go. In the hype for the anniversary update, I saw a dev post a picture of the sphinx. The game is begging for this. It needs the roots of a forgotten past. They don't even need explanation - we can make that up for ourselves. I like crafting and building, but most of all I like exploring and being rewarded for it, and I'll put up with a lot of bugs and broken mechanics if I just have this. I hope you are all nodding your heads and thinking, "Yes, we have already begun planning this." Thanks for everything! -Tom (Janos on Discord)
  5. I truly believe this game will thrive with more than the current planets we have. It would be amazing to see new planets/systems you could travel to. This would obviously require a top-tier rocket but I believe that it will improve the core gameplay and bring in more players.
  6. Hello! You have a chance to make this game great again. Just add more items, more buildings... something! Instead of fixing the bugs... Just add more parts (take some ideas from the Kerbal Space Program). Or are you on Maldives already and some indian guys are patching the game?
  7. I've been putting together a document detailing some of the features I'd like to see implemented/fleshed out for both near and far-future updates. https://docs.google.com/document/d/10H0Ugr6eBaprVS47GXBRecQgcad4lMLupQjOPaJLvE8/edit?usp=sharing I turned commenting off in the document so that any discussion happens here. Let me know your thoughts! Cheers!
  8. Build-able Space Station. It would be assembled in space and the parts would be built on the surface via vehicle bay and new means of hauling large objects for the Spaceship, like a cargo hold. The space station would consist of different parts that would need to first be researched. For instance, Space station habitat, space station solar panel, space station thrusters, space station construction pad. Each part would consist of large studs to link them together so many different variations of space stations could be built. Different parts could have more studs to add things like storage, docking, and even the necessities, like the printer, the smelter, the research bay, etc. as for navigating and operation of the space station you would simply float around it via tether. (It would also be cool if the parts of the space station looked reminiscent of the crashed space junk found on planets, like the giant solar).
  9. I don't know what to call this one: Land ship, Land Crawler, Tank maybe? Anyways it's simply a much larger land vehicle. With 6-8 wheels or tank treads, I would let the developers take their pick. It would have 9 sets of studs (rover has a set of 2, and the truck has a set of 4). The vehicle would feature a new technology, the utility conversion; a simple pad that converts 2 sets of studs to a set of large studs. (Large studs are the ones that the printer, trade platform utilize). This way the printer, fuel condenser, etc. could be used while on the move.
  10. I think this could be a fun solution for mining cave networks and could provide a new game mechanic for future content. If there were a small mech vehicle/power armor suit in the game with storage slots on the back and open utility slots at the ends of the arms, like the slot on the crane, it could easily get into cave networks and smoothen the process of mining. The truck and crane would still have functionality as surface mining tools while the mech could easily traverse the underground obstacles. Hand utilities would obviously include the drill head/ some type of crafted mech terrain tool but this could open a door to lots of content. For instance the utility/storage slot on the back could have a jet pack that could also be used on the truck and car as a temporary speed boost. The wench could serve as a repelling tool for the mech. If enemy NPC's were introduced, a weapon could be crafted and affixed to the mech arm. I'd love to see what other people think of this idea.
  11. You wouldn't add walls and furniture to a house without a foundation. Do not fall flat on your face like most Early Access games do nowadays. No matter what, focus on getting the game to work, then add content.
  12. First and foremost the first 5 hours of this game WAS AN ABSOLUTE BLAST, all this new stuff and building and exploring. After those first few hours i started to think what now, so i flew to new planets and found that there is a lack of the basic materials needed to start off properly. Then i said okay i will go back to my main planet and gather resources where i found my super big truck has vanished and at that point i felt discouraged to go out and find things. BUT I STILL THINK THIS GAME HAS AMAZING POTENTIAL remind myself its early access and that it only become better, more polished, and have more content will be added Suggestions: Other planets having research that the main one doesn't Other planets having ores that the main one doesn't place-able track that makes your vehicle go faster if driving on Some kind of pets, maybe a mount-able drill to dig Jet pack Upgrades to the main digger Reward for adventuring, like finding loot deep underground Things you have to craft to be able to survive on the radiated and fire planets Large energy producing unfits that you select after expanding your base, (explanation) like when you are able to select printer or researcher have Windmill or solar panel be one Make Lithium and Titanium do more Still love this game and will play for every update <3
  13. Suggestions from an embarrassingly experienced hobbyist game tester. One of the best pre-alpha games I've had the pleasure of playing, and I've played a lot of them. Somehow potential still lurks behind every rock and plant, in every cave and on every planet! Let me throw some ideas to see if any of them bounce Sorry about the lack of explanatory pictures, I'm terrible at drawing.. and I want these ideas to help the game evolve into something great, not something specific. Sorry about the long read. Variety in Death Animations This doesn't happen when you die instantly. When I managed to get hit by my first square-boulder-storm and still had to watch the "dying slowly" animation... Very disappointed. But great Early Access Launch Trailer. A way to delete saves I assume that its either coming soon or that I just can't find it because its not very intuitive, but I know I haven't found a way to delete saves any menus yet. New building system, plz? Give each standing structure an inner and outer radius for constructing other structures between, and let the player put out the node structures that can be upgraded with a ground target system like the terrain-tool has. If the inner circle is larger then the largest structure the node can be upgraded to this will help fix the problem with overlapping structures. The ability to remove structures would also be nice you know.. NPC content Lets talk about the natives. The planets have plant-life, but they could surely use some critters to feed off the plants, and perhaps even some local sentient lifeforms? Evolution?(90% of the time I make this suggestion for every game I see it could fit into) Evolving lifeforms would be especially awesome and would result in . I'm thinking about simple creatures with a neural network with a low maximum of neurons that start out with a basic ability to find plants, consume plants(yeah those would also need to be replenished somehow), and reproduce. When reproducing these young creatures would have a small chance to be mutated versions of their parents or parent, with a possibility to have some new neuron, or a change to the current ones. Changes to input and output neurons would also result in small visual changes to creature. (No I'm not a developer and have no idea if this is at all possible to introduce into the game, but there must be some reason to why Systemera can still be the first to introduce evolution as a feature in a game like this.) The Local Factions The astroneers may or may not come in peace, but do the locals want them there anyway, and do they even agree about it? What I am thinking about is something akin to introducing a RTS element driven by AI (Again a situation where concepts of evolution could be taken into the picture, muhaha), where the Astroneers and their bases are dropped into an environment where groups of NPCs work together AND against each other for dominance of their own planet. Each group controlled by different AIs with different "personalities". When the Astroneers encounter a member of a "Faction" NPC could observe the Astroneer's actions, and those actions could determine whether the Faction likes the Astroneer or not. Example: If the NPC is observing the Astroneer collect a resource that its Faction values, the NPC could perceive it as stealing and become hostile. If the Astroneer drops a resource at the NPC's feet for it to pick up it either takes it as a gift(If the Faction values the resource), or as an insult(If the Faction considers the resource useless), or an attack(If the Faction considers the resource poisonous or dangerous). The emotes could also be used for NPC-diplomacy. If a Faction learns the location of the Astroneer's base, and is or becomes hostile they could build an army and attack it like they would any hostile Faction. If The faction on the other hand becomes "Allies" with the astroneer they could send trading parties or give the astroneer and his/her base protection against hostile Factions for a price. One must have the ability to build defenses and weapons to protect against attacks from hostile Factions. Needs More Needs So Astroneers live purely on oxygen right now.. Hunger, thirst and food system would be a nice addition to it as a survival game(urgh, maybe even a sleep need). Hunger and thirst animations instead of hunger and thirst bars. When the Astroneer gets extremely thirsty or hungry moves more slowly to the point where the Astroneer starts collapsing and eventually only gets to crawl for a while before dying of hunger or thirst. Don't know if a sleep need would even fit into the game at all, but one can hope. Structures and Tools • Small(1-slot) and(2-slot) Large sentry-gun upgrade that has some energy capacity that is spent when firing, the sentry-gun has slots where ammunition or energy-related upgrades can be placed. • Small and Large Shield Generators that consume energy and negates damage dealt to whatever it is placed on. • Small and Large Repair Modules that consumes energy to restore hit-points of structures it is placed on. • Tool Printer Structure - Can be used to craft hand-held weapons or tools • Printable gifts for NPCs that must be researched first(yeah I have no idea what that might be, but hey they're aliens so could be anything). • Astroneer-Powered Generators • Food Printer Structure that can use different types of resources to make different types of tube-foods(Yeah that would probably mean splitting the "Organic" resource into different types or resources wouldn't it?) • Living-area Structure that must be researched, just a place for the Astroneers to take their helmets off, decorate and rest their feet. • Terraformer Structure that must be built from several parts that must all be researched and constructed individually. The ultimate tool for slowly exterminating all those hostile Factions and critters (Unless they evolve to breathe whatever can be found inside an astroneer's helmet.. hmmm). • Murder-remote(aka gun), a tool for killing NPCs, critters or hostile astroneers(Wait what? A PVP-mode? Why didn't I think of that?) at a distance. • 4-slot Manned-Machine Gun upgrade.. Like the sentry-gun, but larger and more damage.. Also not functional without manual action from operating Astroneer. • Farm-Structure, for growing different kinds of food in.. duh. • Handheld "Potato-Gun" Tool, perfect for planting pretty much anything(small enough to fit) into terrain efficiently from a distance. Deals minimal damage. • Teleportation structure that can be linked up to other teleportation structures for near-instant travel(Or maybe it just makes a copy of you at a remote location before destroying the original you?). • 1-slot Rocket Upgrades that must be researched. Consumes fuel and can be used to increase speed of vehicles, or to give the Astroneer the joy of temporary flight when mounted on both sides of backpack. PVP-Mode? There is already co-op.. why not allow several players to join a server, form alliances, make friends and shoot at each-other with potato-guns? Player joins a friend's game(or a game one of the player's friends is in), gets to chose an faction or create a new one(up to 4?). Each faction starts at different locations(Not too far from each-other) and can form alliances, make enemies and trade, much like the Factions mentioned earlier. Physics Water.. There are already Squared-Boulder-Storms roaming the planets, lets make it rain! I don't know how much of a strain it would be on the performance of a game, but I've seen it before.. Dynamic water! Anyone?.. No?... Water that flows down-hill, slowly dries up and is created when it rains, who doesn't want that? Un-Movable Rocks One of the big elephants in the room in my opinion. Is it a bug? Why Can't I remove the rocks from my perfectly flat base? (Is Physics even the correct category for this?) So being able to pick up rocks like one picks up a resource(lump?), or the research-ball-thingeys would be nice. Maybe even make a tool for turning the rocks into some kind of resource? Sliding When walking down a steep hill you sometimes start sliding. Awesome, i made myself a roller-coaster.. But it the astroneer keeps sliding forever after reaching flat terrain. If the astroneer has too much speed, why not make him/her tumble and fall on his/her face when hitting a large enough bump or reaching the bottom of the hill (terrible idea if it feels too clumsy, but its an idea.)? Also, a way to slow down a bit would be nice(rocket upgrades anyone?). Mom, i made wall of text.. Thanks for reading! -L
  14. Crazy_Cup

    GAME CONTENT

    sry friends , my english is not good, hope ur can understand what i said ,thank u... just one question . Why the game contents is different from these pictrues .version is same ?