Search the Community

Showing results for tags 'end game'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Astroneer Forum
    • Announcements
    • Patch Notes
    • General Discussion
    • Suggestions and Ideas
    • Support
  • System Era
    • Announcements
    • General Discussion

Calendars

  • Community Calendar
  • Astroneer Livestream Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 7 results

  1. (On Xbox One S) Last night February 21 2019, I got to the point where I activate the Unidentified Satellite,but when I did the game crashed to the home screen in the middle of the cutscene.So I loaded the game back in again and got back on to the cutscene,but when I loaded into the Shelter the game froze and crashed to the home screen.Hope y'all can fix it.Thanks!
  2. I will try not to spoil the ending here, but I have to mention... I am deeply disappointed in mysteries that end with mysteries and no answers While the ending unlocks the Skin and Colours, it does not unlock anything substantial for the player. Especially when you consider the long task of powering nodes, resourcing cores for all the planets. I gave that girl a diamond, I expect better I would therefore like to suggest items you unlock for completing such a monument task in game. Feel free to suggest your own... be it from silly to game changing. I just think it needs something more. Maybe they can be delivered as an alien pod landing at Sylva first base, or unlocks as a astronium crafting pattern in the tablet (alien hackers tada!), or the satellite has a dispenser/printer of its own. Passive: All Inactive Nodes will now power up fully and active if you stand near them A fabricator for Zebra Balls. An Alien working light that looks like a purple orb, but illuminates a larger area, doesn't require backpack power to stay on. An alien oxygenerator, that changes all the blue lines to glowing purple. A backpack carrying "Hearthstone" that when used teleports you from wherever you are to the satellite. A deployable teleport pad. Options of what they can do can vary On Use: Teleport to the Alien Satellite (this option can be deployed multiple locations if its One Way only) Return Teleport... Using any alien teleport will have an alien icon for your teleport (this would limit you to be only able to make one using the current UI by adding one icon) An Alien Engine for your shuttle. No longer requires fuel. (If I got access to free interplanetary teleportation, why not free space travel) Just felt like I needed a more substantial reward.
  3. No I'm not suggesting guns. Well, not exactly. What about as an "endgame" reward, you have to collect a marble/zebra ball (whatever you want to call it) from every planet and place it on a pedestal (high research cost, rare materials to build) and upon doing this you receive a "golden gun", a skin for your excavator that turns it gold (or even a whole new outfit for customization) it could be a temporary thing, only usable on the save file you collected it for.
  4. Hi, first time posting here but have played for over a year. Enjoying 8.0. These are not new ideas; rather ideas rehashed with some twists. COMPONENTS - I like the idea that there should components, but for T3 (tier 3) and even some T2 items. They could have names or for Alpha/simplicity-sake, Component A-F, etc. Moreover, have them need to be crafted at a craft-able workbench... My idea for the workbench is that it resembles half of the medium rover storage plus a habitat-type enclosure. The storage half would allow medium (8-slot) storages to be attached whereby allowing the astroneer to make Components based on what is currently attached. **see below for automation-linking thoughts** It would need to be attached to a platform or a medium/large rover to function (craftable at medium fabricator?). Also, an astroneer could "enter" the workbench during a storm and craft components then. Perhaps its own ui? I think having "structures" that require multiple components made up of smaller crafted pieces rather than 2 or 4 pieces of copper, etc. will make some more end game parts of the game more strategic to get to. ELEVATOR - that is made from stackable (T3) evelator modules. They would piece together (only) vertically and only be used for astroneer transport (as opposed materials transport). It would require power and would be oxygenated. Perhaps it would only deploy on a true flat surface and one could dig down from inside? Perhaps a special platform for the first/surface module? Elevator becomes a permanent structure and can't be disassembled once placed. WEATHER DISHES - having a weather dish that tracks weather patterns, but has slots for 1 weather augments per dish. I.e., it will only track the weather system/hazard that you program it to track. The output is a timer for how long before pattern "touches down". A 2nd augment slot could recieve the Alignment Mod to tell if weather system/ hazard will pass directly overhead. HAZARD PLANET - could be a hard to reach planet with a heavy fog/mist (to reduce visibility) with only "end-game" resources, like what Linkman81 mentioned in a previous post about piece-ing together objects for rare modules/etc. This planet would not be overly hazardous, but an astroneer could not build on this planet. Only tethers could attached to the surface (but no compound is available anywhere on the planet, so supplies would have to be brought with). SMALL ROVER attached to LARGE SHUTTLE - for initial exploration of new planets.
  5. I feel like there is a large lack of endgame material for this game. I spend hours getting materials for research and then nothing. I have a bunch of rovers and bases, but nothing to do but mine with them. I was hoping there would be another level of conflict instead of flying rocks, that phase through walls and rovers. Maybe with the base building, if you could create a large habitat that you can walk into and sleep in during the night. Maybe something that can fly. Also, I would like to see the remains of the spacecraft that we find around the place have more of an impact while we are playing. It is really disappointing to get to one and only find a titanium and copper, then two compounds. I have played the game for ten hours and have not found one coal vein. I want a little something more to do than just mine for soil all day. It is too repetitive, and frankly, I don't want another Minecraft.
  6. Hi all. So I've seen many threads on here for suggestions for more goal oriented style gameplay but they all seem to separate themselves from the main game itself too much such as finding specific things in the game world to achieve a certain end. And while there is nothing wrong with this sort of gameplay being included within astroneer. As a matter of fact I think narrative driven gameplay will be added in the future. But with that being said I think it is vital that the developers make good use of the procedurely generated worlds themselves and make use of already existing mechanics such as exploration and resource gathering and here is why. -retirement system. I think there should be gameplay centered around giving your astroneer enough finances to retire. Simply put I think it would be a good idea to be able to collect resources from the different planets and have a building you can put your spare resources into. And then have the building take the resources into space. It would be similar to the trade platform with the only difference being that when the items are sent into space. They are somehow sold for currency. So basically the building would be a retirement platform. And the game should somehow notify you of how much funds you have gathered for your retirement. It could be simple such as titanium and lithium give you the most money and resin and compound give you the least. And then once you have you grown tired of a certain saved game you can choose to retire your astroneer at which point in time the game lets you know how well you did. This could be done through a global scoreboard or an A through F grading system. Meaning that if you gather a lot of resources you could get an A+ when you retire your astroneer. Your grade should also vary on the next category below. -Cartographic system. Now before I go into this I do need to say that I checked the road map and saw cartographics on it. There was no detail as to what the developers meant by that. But it was there nonetheless. In my opinion cartographic data can be gathered while traversing the planet and collecting resources. For example going into a cave that is 10 kilometers away from your base and gathering laterite there should give you a cartographic bonus when you cash them into your retirement. So then not only are you supporting your retirement but you are also gaining cartographic data by doing so. The amount of cartographic data the player gets should be communicated to him or her when they use the retirement platform. Now as for research you find, well there should be an option somewhere in the game that allows you turn all of your found research into cartographic data. Which in turn will give you a better grade at the end of your game. Maybe they could put a second platform in the game that you can build for this. Cartographic scoring should be done using an algorithm that takes into account how far away from the base you were when you the resources and whether or not you were above or below ground when you got them. For example let's say you find compound in a cave about 20 kilometers away from you base and put it onto the retirement platform. The game would then give you a huge bonus in cartographic data but a low amount of currency for retirement. And if you find titanium in a cave far away from your base then you both a lot of cartographic data and a lot of retirement funds. The cartographic sytem and retirement funds should factor into your final grade when you decide to retire an astroneer. The whole point of these two suggestions is to expand upon already existing gameplay such as exploration and resource gathering to give the player a sense of objective. I do hope to hear feedback and apologize for grammar errors I tried to edit this post a bit. Let me know if you think I didn't communicate these opinions very well And I will try to elaborate on them.
  7. I thoroughly enjoy your your YouTube Vlogs. I'm also very interested in the dedicated server environments for personal group gameplay/game testing. A good friend of mine is redhat certified and is teaching himself how to setup and use Docker environments for dedicated server applications, ie., #Ark: Survival Evolved series, #Minecraft. I would like to have him field test the dedicated server environment when available. I have a some questions for the Devs: Has the idea for an oxygen generator been though of for certain environments? Can a technology be included to extract/create oxygen and water from the environment assuming that there is some sort of organics or other gases on the planet(s)? Most of the current environments (planets) have an ECO system where oxygen/water can be create by breaking down the the element in nature or extracted from other gases. My suggestion would be to create a second portable generator that's created on the backpack to create O2 from organics like the power generator for energy. Tethers can be used to initially setup a base and could be phased out after the base has been established to accelerate exploration. They are also cumbersome and get in the way when operating vehicles. An O2 sources/generator/module can be created to use on all vehicles as they really don't create O2. Also, Use Hydrogen and O2 source to power planet based vehicles to create power and water. In addition, create Hydrogen from water using a power source. A large O2 production source will also be great to create an source to use with Hydrogen for powering space bound vehicles. Thank you for your hard work and creating an enjoyable and playable environment!