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About Me

Found 11 results

  1. so i was discussing the gas/acid in another forum, and before i knew it i was formulating a possible simple damage system for Astroneer. here's how it might look: in Astroneer, the suit and it's environment is everything. it's what keeps your guy alive. so any damage system that might be workable should resolve not around damage to your guy, but to his suit. initially, your guy (or Gal, let's not be Astrogenderist about this) would have a suit with three basic environment components: the helmet, the suit itself, and the oxygen tank. each of these items could be fatally damaged through physical impact or through exposure to dangerous materials. so, let's say there are two kinds of damage, small and big. lets call these 1 and 2 damage. each time your guy gets hit, it's on one of these three major locations, and for 1 or 2 damage. each part of the suit can take 2 little hits, or 1 big hit, before it is totally destroyed. if any of these suit parts is destroyed, you have a dead astroneer. if, however, any of these suit parts takes a small hit, it is not destroyed yet, just damaged. helmet, suit and tank each would have a little blinking light on it to show that it was damaged. damage to any part of the suit will compromise the environment. the main result of this is to increase the use of oxygen through 'leakage'. fine if you stay close to a tether, not great if you stray. (alternatively, only hits to the oxygen tank increase oxygen consumption. hits to the suit may reduce movement speed, and hits to the helmet might temporarily knock out servo systems, making it impossible to deploy tethers or the deform tool.) obviously any more hits on a damaged location will upgrade the damage to 'big' and kill the Astroneer. 1+1=2. minor damage will need to be repaired. i recommend the replacement of 'air filters' with 'suit patches'. they are made from titanium, and can repair the damage done to these other systems. one titanium makes 3 patches. suit patches, once researched, can be made in the backpack, or a larger variant can be made in the base printer. this takes 2 titanium and gives 8 patches. having patches in your pack means they will automatically deploy when your suit takes a small hit, with a minimum 1 second delay. any big hits will not trigger the patches, but will of course destroy the suit part and kill the Astroneer. dependent on devs designing of the timings for damage from things such as the green gas puffer things, this might mean that having patches in your backpack would give you more response time for dealing with them, effectively providing some protection. if you are stupid enough to walk right up to them, of course, you will still get enough concentrated gas to be a big hit. that will kill you. on the radiation planet, any astroneer out in the sun will be perpetually bombarded with heavy radiation and will take small hits on his suit at regular intervals. the radiation being even, it will alternate through all the locations on the suit before it starts doubling the hits and fatally compromising the suit. oxygen tanks will now add damage locations to the suit. each tank can take a big hit before being destroyed, however because they are 'live' with the suit's support system such a hit will kill the Astroneer. but of course, more hit locations means more resistance, of a sort, to small damage. ADDITIONAL RULE: other items within the backpack that have been crafted by the Astroneer are potential hit locations. they only have a damage resist of 1, therefore any small hit will destroy them, but this will not compromise the integrity of the suit and kill the Astroneer (unless it's an oxygen tank, they stay as before). items such as wind vanes, solar panels, lights, small power units, batteries, ranisters, mods etc can be destroyed and will need to be replaced. adding them to the pack effectively increases the number of hit locations you have for damage, so form a kind of armour, because they are 'non-essential' components, they can take a hit of 2 or more, be destroyed, and not compromise the integrity of the suit. resources such as minerals and organics are not hit locations. the backpack itself, the research catalogue, or the deform tool cannot be affected by damage, although items in the sockets of the tool may. suit patches cannot repair these items, as they are not part of the suit support system. ADDITIONAL ADDITIONAL RULE: dynamite! dynamite is a 1 point small damage location that, if hit, will explode and kill your Astroneer. if you carry a lot of dynamite (and run into a storm) the chances of this happening are very high. can anyone say suicide bomber? carrying patches around to help you survive now becomes pretty useful. given the relative scarcity of titanium i think that the balance is good, as having infinite suit patches can only be a problem. this mechanism also means that you will have to replace stuff on your suit as it gets damaged. that seems fair. so, what do you think? comments, suggestions? please feel free to totally trash my idea if you see a massive flaw i missed.
  2. [] Dying to multiple poison clouds is not obvious enough So one cloud on you is damaging, but not terrible. Multiple clouds, however, can kill you quick and you don't really get a strong indication that it's going to kill you soon.
  3. Alignment mod for horizontal terrain Power should visually go through tethers to you, instead it stops at the posts. save and exit button in menu View distance meter and current should be "medium" or "normal" back pack upgrades to hold 1-2 more slots or to hold more oxygen and power in the actual back pack you should heal much slower, and longer before you start to heal, but you can build some sort of Health station "Large" battery, that maybe takes 4-5 lithium or you upgrade a medium battery to hold not only hold more but it is over all cheaper to build 1 large than 2 mediums yet same capacity "Large" storage for the base as in maybe a cube, or flat and double decked, Large storage on vehicles with more slots but no room for research items More things to hurt you such as another plant or if you go without power for a while hurt you if stuff drops on your head, such as research some sort of level type of device to measure habitat only has limited oxygen(in rate or capacity) and you must make a machine which pulls it from air, or through electrolysis or something food creation so you must eat like say once a day and once a night trees need diversity in research as it seems all the trees of one area will have the same two or three research pods. trees should de-spawn after they are up rooted. fuel should have a trade value, obviously not like it was, but maybe the same as coumpound. make titanium and lithium more expensive to duplicate potentially? organic shouldn't be able to trade for ammonium. that's extremely broken, a few organic and you get infinite fuel. large platform without building so you can just have a platform to put storage
  4. Since there's fall damage for your character, I would love to see the same for vehicles. Drive off a giant cliff, breaks the vehicle, requiring the same material to repair it. Rover, compound, truck, aluminum, etc. Thoughts?!
  5. This bug I have experienced many times, and, like many bugs, it can be quite useful. I typically climb all of the tall mountains near my base to put beacons on them so I can find my way home. This most often requires digging a trail to the summit. After I have placed my beacon, the trip down the mountain is treacherous, because the character tends to 'skid' down surfaces that are steeper than only about a 20 degree angle, or so. So, when I go into steeper caves, or down mountain, my little astronaut slips and slides very quickly down the slope, which can often lead to shooting right over an unexpected edge at fast speeds, launching me to my death. This 'skidding' can be stopped easily by moving in the opposite direction, and if you have a good, not so dangerous path, it can be handy for moving down slopes quickly, although the fall damage tends to hurt you quite bad even on a flat slope (you get hit with fall damage even on little bumps while you are 'skidding' because you go so fast). Obviously this isn't a game-breaking bug or anything, but rather an interesting feature(?) that could be better if it were streamlined / improved. Thanks!
  6. So I have heard the devs plan on making interior building where you can connect smelters ect. That would make dangerous weather way less frightening. I would love to see some of the more exotic planets have weather that gives that "Holy crap" feeling back. Like lightning storms, radiation storms, acid rain, hail storms, heat waves from solar flares that do damage over time. These storms would also damage some of your structures so you would need to spend a small amount of resources fixing some of the damage. An alternative could be to research a hovering drone/repair bot that could follow you on your resource collection runs. You could fill the drone up with things resources it needs to repair or if you are desperate for an extra slot he could hold single slot resources. I know ppl asked for extra bag slots but i think this would work for them as well. Another thing I think would be cool is the ability to see the storm from the skylight of your indoor base. See the picture below. Biodomes could defiantly come in handy in a future update. They could provide food and water if that's ever going to be implemented. Players could collect and grow exotic plants to use for food or just toss unwanted organic resource into a generator to give a little extra power to the base. TL:DR Would love to see more dangerous storms indoor base Useful drones exotic agriculture <3
  7. - A suit modification station that allows you to alter your suit's attributes. Things along the lines of a lighter suit that allows higher jumping and less fall damage, but increases damage from collisions and other sources. Or perhaps the alternate with a heavy suit. Then an addition on the left side of the backpack that allows you to easily see which modification you have on. You would also be required to visit the station to change modifications. - A blend feature for the terraforming gun that allows you to naturalize terrain so that ramps or nicely angled ground is more achievable. Perhaps make the visual for it an empty or completely filled circle. - Allow the extensions of the base to manipulated or more easily controlled. For manipulation, permit them to be raised or lowered with the reach of the wires, allowing the ground to be lowered or raised within a certain distance of them. To visually support this, metal legs or stands could extend from the bottom of the platform to the ground. - A research journal that keeps track of known research. Just a quick reference to see what you can build, what it takes, where it's built, and if you have built it and used it for what it's used for, a small description of what that research/item does. By having only learned research in it, it makes adding more research in the future easier. (Plus, what kind of astronaut/engineer wouldn't have journals?) - A feature for the terraforming gun that removes only surface materials. It's understandable that those materials are gathered by "mining" them, but perhaps, conceptually, it would be a lower power setting on the gun that doesn't alter the ground, but is enough to remove items on the top such as organic material and loose deposits of oxygen and power. It could possibly even take less power to use this mode.
  8. The damage related to the falling physics is too sensitive and happens too frequently. If my horizontal motion is 10 mph or even less and I "fall" 2 feet, it causes damage to the player. It doesn't feel like how a low gravity environment would feel if I was bounding from spot to spot. It makes the game less fun. I'm not saying to somehow nullify a momentum penalty. I understand low gravity can be dangerous in the real world, but the current system just doesn't feel quite right. In low gravity, horizontal motion can cause injury as your sort of "dragged" across and down obstacles. If you want players to be penalized for horizontal motion, how about allowing them to fall and tumble if they carry too much momentum. Then reduce the gravity damage multiplier as well so you don't hurt yourself falling one foot as you're going as little as 10 mph horizontally. Sliding bug - when sliding down a surface, the player gets stuck in this sliding animation and it just stays that way until you press jump. Looks odd. Overall, movements needs to be more intuitive.
  9. Scenario Scaling a high structure such as a mountain and sustain a fall big enough to kill player. After player dies the corpse continues sliding down hill and taking fall damage, this damage effects the now respawned player who can die again from this damage sustained by the corpse. Summary Fall damage applies to corpses and impacts a respawned player
  10. Just another thought I had as I waited out the latest storm in my hab. Perhaps a difficulty setting could be developed where your base and vehicles take damage in a storm? The damage would be fixable with resources at a Mechanic Station? Also maybe maintenance would be necessary on a difficult setting or your base would not be as efficient? Also the hab door is closed normally, yet when I get in it to ride out a storm it is open, I think this should be the opposite. It should be closed when I am inside the hab. I was even killed riding out a storm inside my shuttle when I was doing some exploring... I guess I took a direct hit to the head by debris! It sucked because my backpack was loaded and there was no way to recover the items because I was in the shuttle, the "X icon" that denoted the location of my fallen Astroneer pointed directly into the shuttle... that was no help, I could not get anything out of there. Another reason the door should be closed during the storm/when your Astroneer is inside!
  11. First off, love the game and this is the first time I'm motivated to really contribute to an alpha process. So much potential here. Would like to see those fierce storms knock wind turbines or damage solar panels. Would encourage trade offs between building walls using terraform tool to protect and reducing the amount of wind hitting the turbines or sunlight.. I.E. some might build a partially underground base but need to keep green energy collection above ground. Upgrades may increase the strength/sturdiness of the devices. This dove-tails into my other thought of drastically increasing research opportunities. Research items run out far too quickly. ideas for other modules/research: communication/networking: create links with other bases with the module. allows monitoring of resources, energy, damage GPS: late game device allows you to visualize your location and that of your beacons, bases. would need to launch satellites first. farm: grow biologic units to be used in generators space stations: collect energy, can build space ship by ferrying materials to it.. much greater range of exploration. upgrades to terraforming/mining tool (change diameter /shape / reach) upgrade material density.. 2 compounds now condensed into slot of one compound (could be upgraded backpack or something) rope: could be made from biologics. cave exploration.