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  1. Basic Idea and Reasoning The basic idea is to introduce a new "Control Station" module which allows the crafting of special augments which are used to modify how different aspects of the game work. When not using any such control augment, the game behaves in a standard way and you are playing the "real game" if you want to call it like that. By installing control augments, players can control in what way they want to deviate from that default behavior. The reason for using a new module is to make its special, dedicated functionality more obvious to the player. The intention is to have a more explicit approach to customising the game; this is in contrast to requiring a player to ignore an optional functionality offered by an item or another module, e.g. to not trade hydrazine although it may be possible. Players who want the standard game simply never build the "Control Station" module. Also, a dedicated module for crafting control augments avoids the cluttering of other crafting menus, e.g. in the backpack. Thoughts on Implementing the Idea The "Control Station" module and the control augments should be easily available at the beginning of a game. Therefore, they should be cheap to build with easily available resources (or even completely free to build). There are different options for the scope of a control augment's effect. A control augment could affect only the particular item or module that it is attached to. You would have to outfit each item/module with its own augment in order to modify the behavior. Alternatively, one attached control augment could universally modify the behavior of all the equipment of the same type. Or, the effect is limited to the same type of equipment on the same planet, or just the same base. In this case, the fact that one type of equipment is modified should be made visible on the item or module with some indicator, e.g. a status light, a symbol, a different color etc. Also, for this wider scope of effect, it might be better to have dedicated installation sockets for the control augments on the "Control Station" itself, instead of attaching an augment to the affected equipment. Depending on the actual scope of an control augment's effect, it could be preferable to make the "Control Station" functionality an integral part of habitats (for base- or planet-wide effect) or of the drop ship (for system-wide effect). Personally, I would prefer that control augments modify only the item or module which they are attached to. This allows the parallel use of modified and unmodified equipment, and offers even some additional gameplay, e.g. having to plan for which augments to take to a new planet when the resource required for building a "Control Station" and/or control augments is scarce at the destination. Ideas for Possible Applications Hydrazine Trading There could be a "Hydrazine Licence" control augment which enables hydrazine trading when installed on a trade platform. Research Curve The types of equipment available without the need to research them first could be adjusted by using "Research Database" control augments on the backpack, printer module, or vehicle bay: A "Small Database" augment would make instantly available a medium set of equipment, e.g. all of what was available from the beginning of a game before the "Augment & Research Curve" patch. A "Complete Database" augment would make instantly available all possible equipment. Using Seats as Save Points Seats could allow the installation of an augment that controls whether the game is saved when you enter it, or where you respawn after you have died: A "Safety Seat" augment that makes you respawn at the modified seat that you most recently sat on. A "Bare Seat" augment that disables both the save and respawn functionality of a standard seat. The "Safety Seat" functionality is also in reference to an earlier suggestion:
  2. A thread in the Bug Reports & Crashes section of the forum spawned (pun intended ) a discussion about how to support different ways of playing the game: It turned out that a feature similar to Minecraft's sleep bed would allow the desired gameplay with less punishment for dieing, and without sacrificing the current style of gameplay. I thought about possible realizations that fit into the theme of Astroneer, and here are some ideas: A special kind of beacon that sets the current spawn point when put down and activated. Activation could work similar to the way dynamite is activated. Only one such beacon could be active for any given time. Not sure if such a beacon should be reusable or be destroyed each time another spawn beacon is activated. It could also be possible that the beacon is destroyed after it had been used for one or some limited number of respawns. Another option is to allow several such beacons and you always spawn at the nearest one. A special kind of seat (spawn seat, "comfy chair") that sets the current spawn point each time you sit down in it, in addition to saving the game. This would allow you to adjust the style of gameplay simply by choosing the appropriate seat and without having to use any additional backpack or storage slots. I am not sure whether it's best to respawn at the seat itself or at the last location where you entered the seat. To communicate the different functionality of such a seat to the player, the "Saving game" message could be accompanied by an additional message, e.g. "Spawnpoint updated" or "Safepoint set". Thoughts? Additions?
  3. Yes please, these are all really good ideas and i just want to add to them. More resources, and could even possibly be Planet specific. (I really like the idea of many more planets, but to have more planets we need more resources and reason to go to them other than the cosmetic venture) Please Please Please structures for building walls and base/fort. (Which would be very handy if added with mobs) Since we have to have oxygen all the time it wouldn't hurt to also have to eat or drink water. Which could add to more base nodes. i.e Water purification and cooking/packing station for rations. And having the larger upgradeable packs could help in this area as you would need more space to carry water or food. Maybe even adding an upgradeable 0,2 tank to hold more oxygen for longer trips. Only 1 minute of oxygen really doesn't give us enough time to do much exploring. Larger Planets. I find myself driving not too far in one direction and my home or vehicle nodes are no longer in sight and without a map i have lost several vehicles due to not having and sense of direction in game. With NPC's could come quests and some sort of story? or Unlockables by doing favors for the Indigenous? I know it is still fresh and seems like it has a ton of potential. The game that is. I am glad i can be part of the starting community and am very excited to see where this game goes in the future. Would even like to see larger servers with many people working together to build if enough content and planets are added. Keep up the good work guys i love it!