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Showing results for tags 'endgame'.
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So with not many objectives in the endgame except personal goals and/or working on the gateways, I thought of a new goal that would garner many players' attention. This goal is the construction of an ultimate space craft that can fly in atmosphere and travel to other planets. These space craft can have enormous storage space, be fueled by astronium or large amounts of hydrazine, and consume large amounts of resources and research to construct from start to finish. For the design of such impressive craft we could have the design (choice) of the US space shuttle orbiters or the russian buran because with their design a cargo bay is already in place with a cockpit. I'd like to know what other players or even the devs think of this sort of endgame concept. PS: This is a hint to you @SES_Adam
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I was up early and came up with the idea for reintroducing the Exo Request Platform (ERP) outside of just events. It is somewhat hinted in the game that this module is meant for quests and i have some suggestions for it. - Using bytes players can unlock different levels of quests ranging from common > rare > epic > legendary > event > seasonal at different byte costs. Each new quest will cost a specific amount of bytes and is randomized from a pool. You can only embark on 1 quest at a time but you can choose the difficulty. while event and seasonal quests will persist throughout their featured duration. - common quests can be something where players will package or deliver backpack crafted items or tier 2 items - rare quests can be something like use the radar to find a specific non scrapable/indestructible object in the world and attach a radar to it. but requires completing the first radar feature in the planet (this would involve adding the radar widget to some of those indestructible objects) or maybe adding a repair tool that can be used to repair salvage or simply repackaging specific salvage to be delivered via the rocket. - epic quests can involve performing or delivering certain tier 3 or 4 objects to the gateway chambers and others this would involve adding some what for them to consume these objects - legendary quests can be something that requires the player to generate a certain amount of power to launch the ERP rocket. The above quests can be abandoned at any time, like cancelling research. - event quest can remain the same as they are now and are only available during certain events the devs feel necessary eg. Halloween, Christmas, charities, etc. - Seasonal quests is something i would like to see added to the game where you can start a New Seasonal Adventure and the season will last say 3-4 months where players have a limited time to unlock some Seasonal exclusive rewards cosmetic and other features during the season. however the seasonal file will be deleted or become non-seasonal after this period. These quests will only be available on a seasonal file and can range anywhere from completing the game or completing x number of deliveries eg. 50 common, 20 rare, 10 epic, 5 legendary missions to unlock the seasonal reward. Now those are just some suggestions as to what the quests can entail with multiple variations for each level as the developers see fit. as for rewards for each tier of quests its up to devs but my suggestion would work around -common - other materials, or items eg. trade 4 medium platforms A for 2 malachite or 3 scraps or 1 medium platform B -rare - can reward with a fixed version of salvage or some harder to obtain resources. so returning 3 salvage medium generators will reward with 1 working medium generator or materials crafted from chemistry lab epic - these quests can reward with rarer items like an RTG or canisters of gasses like hydrogen. legendary - quests can be something that can reward with in game currency used in the cash shop when that's implemented or for rewarding players with items a tier above the input. eg. deliver 4 tier 3 objects to get 1 tier 4 object Seasonal quests are meant to be long term undertakings since they will be required to start a new seasonal file per season. This is a relatively long post but I really enjoy this game and would really like to see it grow. These are just some ideas I have and hope to post more in the future. The TL:DR version Use bytes to unlock quests in the ERP that reward players with resources or items of equal or greater quality.
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- exo request platform
- quests
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I think people would spoil themself if new players just dug to the center of the planet and ruin there experience, or at least make the endgame cutscene not play unless they have already beaten the game EDIT, i have recently seen a person trick a new player into spoiling themself in creative in the disc server
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SPOILERS Hey y'all, I was about to finish the game, and I'd placed a Shelter at the center of the Unidentified Satellite (US), and now I can't finish the game. Unfortunately, I didn't know that the center of the US was needed to prompt the end of the game. I'm not sure what I'd need to do, as the thing with the Shelter is that it isn't removable. Funny thing was I actually thought to put a Field Shelter there, but alas I didn't. Seeing as how this is a core feature of the game, I didn't find it necessary to list my build, but I can do so if it's found to be helpful. Played on Steam on PC, using keyboard and mouse I was completing the game, and had placed the last object onto the US, and had all the rings looping around. Confused as to where the prompt was, I looked up a video of someone completing it, and saw my mistake. As far as a solution, some sort of way to prevent an object from being placed in the center would be the most straight forward way I could see. The issue being that Astro has its core mechanics around that sort of creativity, but I think something that halts game progression should be allowed an exception. Some sort of warning, or something like that would prevent this. I don't think I'm the only person that saw, "oh, that's a real cool place, I'm gonna put my base there," and then went, "oh, wow, on this platform there's this circle in the middle. Shelters are circles, and there's these cool circle platforms I could put around it!" Additionally, the reason for this was that I wasn't familiar with that the objects created at the cores were used for this mechanic, and so I'd sunk a fair number of hours to where the resources for, and ability to make other bases, didn't come after the knowledge that the game could not be played in this way. Actually, a far easier solution would be to just raise up the central object above Shelter height. That's a far easier fix. I'll leave the previous notes in.
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Gateway mods I've made this post on reddit (idk about this forum). In thos post i briefly describe how the gateways could be used in a different way and to incentivice players to activate surface nodes aswell.
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This is a really rare item you can make using rare items such as astronium, or a new anti-gravity ore. When placed down you can select up to a certain range with a slider to collect and it will pick up all the items (that the player has made, such as platforms, machines, etc.. but not research items, dirt, etc...) and shrink them down to a "package" size (small amounts would be carried on your backpack, medium amounts in your hand, and large on a vehicle) to carry to another place, such as a new base, and if its something that cant be packaged or moved (like a habitat) then it won't pick it up. you can also make different sizes of these, such as a backpack size (maybe a tiny range?) or Tier 1 - 3 (ranging from a small range to an enormous range).
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So i thought it’d be super cool to build a base on the satellite with a shelter in the middle. Little did i know that you cannot move a shelter nor can you select whatever is inside to get the “and beyond” achievement. Im kinda mad about it. There’s a floaty orb in the middle that i cannot access. Please allow us to use the packager on shelters.
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Hi! yesterday i completed the game by activating all cores etc. Today i did the tutorial to get the achievement (scince i did not do that before starting my world). when i went to my ordinary world to go achievementhunting, i spawned as the "exo suit". When i looked, all my cosmetics were gone, including my retro suit.
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System era, I hope you are reading this cause I have just finished the game and I have a bit to say about the bugs I saw after activating the satellite. First of all, once the player is looking at the catalog showing the other solar systems, the screen then freezes, then blacks out, and finally comes back. In doing this, the music is ahead of what is actually happening and making it disruptive for the player that worked hard to get to this point in time. Another bug is that after the credits and thank you page, the game suddenly is exited and back on the Xbox home page. This makes the game unable to save what just happened. I was still able to get the galactic suit after all of this and everything else with it so I was satisfied. Do note that this was done on a regular Xbox 1 and I did this test TWICE and got the same result. I do hope that you can fix this so that other Xbox players after me can enjoy beating the game after the hard work that was put into this game.
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For instance one of the planets requires explosive powder to unlock the core. OK how would I know that before getting down there? It seems like my choices (without cheating and reading a wiki) are: 1. Go to core, figure out what material is needed, die to get back and lose equipment 2. Build a big ass ramp to the core so I can get back easily Option 1 means losing equipment, 2 means spending an hour, maybe 2 making a ramp (and making 7 big ass ramps sounds really boring) Is there some sort of clue to what is needed at the core before you get there? There should be! Like show me a hologram of the element symbol as soon as I unlock the first gateway.
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I think we need an ending to this game, there isin't a goal if you build and research everything. I suggest that there should be alot of new galaxies and at the end we can find earth ? Maybe ? You would have to build a space ship to travel through galaxies. More Space accesories, rockets, engines, space ships. Ending scene ? New ores in new galaxies. That's my suggestion i hope you like it
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Idea for a "Personnel Teleporter" in Astroneer. The Personnel Teleporter is a deployable module simular to a Habitat. Allows instant-ish travel between planets providing the player provides enough energy to transport the player Crafting: Using Astronium and iron that are currently useless "aside from research" copper and titanium. Made in an advanced crafting module/printer using 2 astronium 1 titanium and 1 lithium the player can make a sort of teleporter core that is required to make the teleporter. using 4 iron the teleporter frame can be made. using 1 copper and 1 lithium a Large capacitor can be made. Large Capacitor allows for the instant discharge of energy needed to power the core and send the player to another planet/location placing the core and capacitor into the frame (the frame can be an inbetween size of the starting "homebase" and the habitats) allows for the module to be charged. Similar to the research chamber the amount of "energy units" put into the module the faster it does stuff. Teleporter frame could have room for more than one Capacitor allowing for further traveling distance from planet to planet rarther than from location to location on a planet. Advanced crafting module allows for different combinations of items to be made into something new. Read on the road map that crafting will be revisited. so this could be a way to change it up. my initial idea for the frame was that it would be made COMPLETELY inside the Advanced crafting ie so you could make 2 fly to the desired planet unpack the lot and it would be ready. however it makes the process hassle free and to recive such a QOL improvement should require some effort. mechanics; the Charge inside the capacitor works in similar ways to a shuttle. aside from the fact it is ALL used regardless of the distance traveled. the same menu is used to teleport to and fro places on a planet with the major difference that you can only teleport between Teleporters. So this means you will have had to go there before with the shuttle to make a base and a teleporter frame etc. (a teleporter frame DOESNT need energy to recive an incoming player only to send one. however the Teleporter core is required to do both.) in order to charge the capacitors they simply need to be placed onto a platform. (to make the capacitor a pain in the butt you could cause it to kill the player if placed in the inventory and it discharges if its left to long.) capacitor can be charged inside teleporter frame and doesnt discharge. holding E allows the player to climb in. holding Q when inside or out allows for the Planet/Location target to be set. then the Teleporter sends the player to the selected location after a 3 second Energizing sequence in which the player can cancel the teleport. The general thought behind using Astronium and Iron is that its going to require alot of Exploration (deep for astronium and distant planets for Iron ore.) i haven't put much thought into the Graphical Design or anything as i dont consider myself talented enough, however if someone sees this and likes it and also happens to be Artistically competent please make some graphics and post them or something.
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- teleporter
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I think the current system for research is fine for the basics, but by the time I was ready to leave Terran to find new resources, I already had all of the research points I needed to unlock everything, and a bunch of extra resource pods that I had dug out but never carried back to base. While I ended up creating a research scanner on the next two planets, I wouldn't have needed to. That seems strange to me - research is one of the few base components that you don't really need to build after Terran. And yet, there are many varieties of research pods, and they are on every planet. It seems like a waste to put all of that diversity into the game just for me to ignore most of it. I think the game needs some of the randomness of the original research system put back in. Basically, give me a reason to want to scan the additional research pods, even when I have already unlocked the core blueprints. My suggestion: add upgraded versions of the core blueprints into the game, and make them random unlocks when you scan a new type of research pod for the first time. The upgrades I am thinking of would be things like: a cylinder that holds 50% more soil, or an oxygen tank that holds 25% more oxygen. Generators that produce more power, etc. Basic upgrades like this wouldn't require visual changes to the items themselves, just to their values in the game. Maybe some of the unlockables could be new items that are not critical to gameplay: a parachute that saves you from falling damage, for example. This idea accomplishes two main things: gives the player incentive to keep looking for the new research pods and scanning them, and adds some variety to the game.
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Hello, I think that walker machine could be a good endgame feature. A machine that would have four legs instead of wheels, based on large rover body. It would go a bit slower than rover, but would be more stable, environment ressistant. And the best feature would be its ability to stick to walls and ceilings with magnets. Magnets would drain energy, but player could get out of dangerous situations with it, crawl out of a hole or get through a steep hill/valley. Also, walker machine could ba a "super-rover", about 1.5 length of large rover and with six legs. Why I see it as a promising idea: Rovers for now (march 2018, patch 0.6.2.) are non-intuitive, and player has to fight with it constantly to not rollover or drive into a hole. That's due to game's weird interpreting of where we want to drive - A walker machine would just go where we point to, "w" would mean forward, "s" backward etc, and if we pointed camera to a side, go sideways. It's an advantage walker machines have over wheeled machines, they can move in all directions. Also walker machine could be a big reward for player's hard work resulting in an universal utility vechicle. Walker could also take the place of "mobile base" idea with an option to settle him down. The picture explains the concept better. I've also included some minor ideas for vechicle and base modules in the attached picture as: Cistern, claw, walker's feet, hydrazine generator and AI-worklight. It's all explained in detail. Walker_Astroneer_Idea.rar