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Found 7 results

  1. Kev Cunning

    Hardcore mode

    Permanent death. If this was a thing it would greatly change the way a lot of us play the game. Just on my first play through of 1.0 so not ready yet but once I’ve completeted the game this would be an awesome way to play through increasing the difficulty further
  2. Martinjg

    Hardcore mode

    Things like permadeath; and energy is limited. The main base starts off with a little bit of coal, enough for a certain amount of time depending on how hard it should be. After that, it doesn't produce oxygen anymore. You need to fuel it with organic material and coal in order to survive. You would obviously have batteries and oxygen tanks in the main base which, after not generating any more oxygen could use those to help you not die. Depending on how hard it will be, the main base needs a different amount of energy, so that after a week you would be in constant fear of running out of fuel. Maybe that's an idea for later when Oil and Refineries exist, but I thought I'd just leave it here, maybe some of you think my idea doesn't suck.
  3. I already love this game but the one thing i feel like is missing is a mode that really pushes you to the limit and prove your survival skills so i've come up with some ideas to introduce in Astroneer an "Hardcore mode": 1- Introduce the possibility to choose back in the main menu the difficulty you wish to play between normal and hardcore (only one life). 2- Then you shuold be able to select the geneal amount of resources, hostiles and harmfull wheter conditions (storms and others). 3- Chooing also the starting planet would be great. I know that those are major changes that can require a lot of effort to be accomplished but with a difficulty selection the game will gain a lot in terms of replayability and audiance (satisfaying who intended to play for exploring new worlds and also who wanted a more hardcore oriented expiriance) Other improvements for an higher difficulty that dont affect the gameplay too deeply and that have already been suggested by others are: More unsuiatable planets: More wheather hazards: Temperature System: Hope you guys read this, anyways great work and keep it up! (Sorry for my poor english, not my first lenguage)
  4. You take a pod to Barren (the small moon around Terran). The pod has no functionality once on the ground. No terrain tool. No compound and resin in scavenger mode. Tethers do not help either since there is no infinite oxygen supply. Find titanium, copper, lithium and oxygen to survive (Already packaged) from crash sites of past Astroneers. Build tanks, batteries and generators. Organic packs, small solar panels, beacons, filters and hydrazine tanks can also be found at crash sites. One old rover can be found and recharged (No infinite oxygen with the rover, but you can store oxygen packs that you find on the back.) Storms and lack of oxygen can kill you (so find shelter at old crash sites or caves). Once dead, you have to restart and launch the pod again to Barren. Goal is to completely fill up an old shuttle (which needs to be found) with fuel and make it back home (to Terran). I think this game mode can be accomplished with the code that is in place (except for the rover, pod and shuttle not having infinite oxygen along with the absence of the terrain tool). Thank you
  5. Having infinite amounts of oxygen on a vehicle feels a bit OP. I wonder if when we get food and water maybe we could also get a way to fill up tanks with oxygen with resources. I'm thinking maybe by using water and/or organic materials. Vehicles would be able to hold huge amounts of oxygen but would eventually run out of it. That would make the game harder and more rewarding.
  6. Having infinite amounts of oxygen on a vehicle feels a bit OP. I wonder if when we get food and water maybe we could also get a way to fill up tanks with oxygen with resources. I'm thinking maybe by using water and/or organic materials. Vehicles would be able to hold huge amounts of oxygen but would eventually run out of it. That would make the game harder and more rewarding.
  7. Thank you for an interesting product and thank you for reading this. Really I liked your idea with the wires for the oxygen to be carried out on the surface for survival. I bought your product on Steam and I hope you will develop it and bring a lot of positive emotions players. Unfortunately the English at me badly, so I will use a translator, sorry for the inconvenience. I'd love to see the game in approximately real physics of cosmic bodies. The ability to control the shuttle, its own output in orbit watching the trajectory of movement (eg, in real time, without switching on the auxiliary screens). Variability shuttles and drawing them out of the various modules. With supplies with the necessary building supplies, acceleration, detachable tanks and stage. Space stations and ships long-distance, in other systems, for example. And ... a lot more distance between the planets. The ability to interact with the flora and fauna. The export of some species on other planets, creating, and possibly destroying biomes new forms of life. The interaction between them, the negative and the positive. The dependence of life on the planet and of solar panels on the distance from the sun (sorry if this figure is already present in the game). Move the necessary ingredients for machine tools through pipelines between warehouses. At the moment, the management shifting with material from the warehouse to the warehouse is only playing for time, not bringing pleasure. Despite the excellent, simplified visual style, in the future I would like to see a really rich and complex game with a lot of relationships, patterns and parameters affecting the planet. Thanks again. With best regards and greetings from the Russian winter! 12/5000