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About Me

Found 9 results

  1. I think I am missing something vital in understanding the major purpose behind the game. I see pictures of bases in peoples' posts and some people have a ton of research units? Why? I run out of research specimens pretty quickly in any new area. People talk about moving their base on the same planet. How were you benefited by moving your base on the same planet? Also, what do you need tons of storage for? Is there some reason which will be revealed much later in the game? So far I have figured out that you have to activate all the structures and the core (done for 3 planets/moon). Then you do the same for the other planets, yes? I love this game and want to make sure I'm maxing out my potential activities. For example, I have no idea why you would need a vehicle (driving them is impossible). So far I have activated all the structures on Slyva, it's moon, and Desolo. None of these activities required more than one of each machine to make it happen. Sorry for the 1000s of questions but i feel like I have missed something vital. Thank you.
  2. This feature is listed in the roadmap and I Can't be the only person excited for them. I keep thinking about actually gathering materials and exploring and basically playing the game but having some sort of randomized goal to meet. I'm so stoked for this. I can only hope that the goals they give us are randomized. Like refine a load of hematite or create a bunch of aluminum alloy or craft a huge base or gather x amount of research. I can't be the only one looking forward to this is anyone else looking forward to this?
  3. I would like to see long term economic goals. A market system in which you could buy, sell & trade items using research points as currency. The trade platform connects to a database outside of game that everyone playing Astroneer in the world could interact with. Any other avenues that would allow long term goals on a multiplayer level I am eager to hear.
  4. Hello Astroneers Devs! I'm sure that you have your hands full and a lot of ideas on where to take this game. One thing i've learned from open world games is that many people love them for their sandbox content and within the confinds of the games boundaries, can create anything they dream. However there are some that don't like this because they are goal driven. Why not include a basic list of goals in the game that a player can choose to, follow? Call it a "challenge" mode. I was thinking up what a fun end game idea would be and I would have to say building a satellite station that warps off to earth would be a great climatic end for this game. Of course, no player has to follow this scenario, but I think it would be a fun challenge. My immediate thought of a fun challenge list would be this... 1. There is one part per planet you can visit in the game. 2. Parts found must be sent to the space station via trade platform. 3. Parts suggestion: Habitat cabin, Fuel tanks, solar panels, Food lab, Thrusters. 4. Once all of the parts are found and sent to the space station, the player must then fly to the space station via rocket pod to activate the end game cut scene. Another suggestion is to make the space station a permanent, self sustating, home. 1. Players must build a number of parts to send to the space station. 2. Each part requires a special "Material" located on each planet. 3. Once constructed, a player must place the part on a rocket pod base which automatically sends it to the space station via one way ride. 4. Parts to be constructed are: Habitat Cabin, Food Lab, Science Center, Vehicle Bay, and Power Station. 5. Once all of the parts have been constructed, the player must take a rocket to the space station to activate the end game cutscene. 6. Post cut scene, the player should be allowed to roam about the space station. Each location would contain a "fabrication" bay similar to those you build on each planet. In addition, a NEW planet should be randomly generated in the solar system. This planet should be very difficult to build anything on and require the use of the space station to do so. The goal of the player would be to terraform this NEW planet to create "life". This is the ultimate end goal of the game. Example of how it could look (not my image, artist unknown)
  5. Once all the research has been acquired, there is nothing left to do. You need to have goals that players work toward, such as improving climbing skill, or lowering oxygen needs, or something to improve the character when goals are reached. Some suggestions: a base on a new planet, a base on all planets, when all researches are acquired, etc.
  6. Rovers, goal zones, zebra ball, GO!
  7. Hunger and thirst should be implemented to create goals of survival in the game.
  8. Hey everyone, Huge fan of the game and System Era. Any company that understands the fans who play all the time understand the game the best has my vote. I'm interested to know what keeps you all going? At this time we are all in an EA build and the game is fresh and new. We can build and explore relatively easily because the game is shallow at this point compared to where it will be over the coming months and years. So why do you keep going at it? What gets you guys and gals to keep exploring and building? What are you hoping to get out of this? What in this world of spacemen and Matter Manipulators tickles your fancy and makes you want to explore!? Thanks in advance for your responses! Love, Zander
  9. Right now you can unlock and build everything while playing on a starter planet. And even building a final space ship don't require any special resources. It would be nice if we could have some huge project to build. Also it would be good to hide new technology on different planets, so you have to travel from planet to planet to collect them all. Good game, but after 5 hours of playing there's nothing to do.