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Found 9 results

  1. We are getting a Jump Jet as well as a Hydrazine Jetpack in the Explorer Update, but I feel like the constant drain of resources for ease of travel feels a bit too much work. An electric jump"jet" would fill this niche quite nicely. I propose these mechanics for balancing: -Only flies when 2 packs are attached on widget slots, if only one is attached it only slows your fall to balance against Hydrazine Jetpacks -Uses 1.5U/s for each & 3U/s for both when flying, has an internal energy capacity of 3U , only uses energy from the internal capacity and recharges from backpack battery or small batteries or widgets, capacitor only recharges at 1U/s for each and 2U/s for both when not in use and capacitor only supplies to jump"jet" -2s + 2s + ⅔s of flight time on full capacitors and backpack battery, recharge of both takes 8s + 6s with tethers -Crafted using a Titanium Alloy, like the Hydrazine Jetpack -15000 Bytes to make the player decide between one that consumes resources and a weaker one that runs on energy
  2. To "System Era" I just read you are implementing jet packs. Here's my thoughts on the dynamics. This should be a combination of two elements, a thruster engine (a vertical only "Jumper") and an oxygen based control thruster (directional). The Oxygen based thruster would provide the ability to hover and a directionally controlled fall. This should just be a nozzle add-on, but would consume oxygen at a rate not advisable without tanks. This could be available early on in the game. The "Verical Jump Engine" would provide brief vertical lift in two versions. The early version would have a set number of charges with only a digital control (On/OFF). Say 5 or 10 bursts that will only take you so far, depending on gravity. The later version would have an analog control (speed controlled assent) that would deplete like an oxygen tank and would have a time limit for temperature reasons. Maybe even exploding if it gets too hot. Little animated dangers like this make it more fun. How far can you push it may depend on the planet's ambient temperature. The later version would also save on oxygen because you could use it to control descent , although not directionally. Thank you for your time
  3. Hello my friends! First of all I want to tell you that I see in this game a huge potential. This forced me to spend some of my time to write few of my ideas. I would like to see in the comments what you think about them. English is not my native language, so please forgive me for any mistakes. @SES_Adam I think that you should to take a look at this. List of ideas Crystal Currency Astroneer not expose yourself for no reason. He explores the planet for economic purposes. For the game should be added currency (for example crystals able to mine) for which you would buy schemes. Planet difficulty scale and schemes The planets should have the scale of difficulty. We started on a planet with easy access to basic materials. Along with the progress, we would get better schemes (bought for crystal currency) which would increase the chances of survival on more difficult planets where you can find unique materials. The current system of research would be only to obtain rare materials from alien plants fruits. Weapons: • Energy gun Modification to the terrain tool amending it into a weapon powered by energy. • Energy cannon with seat Energy weapon supplied by energy or power generators, it can be mounted on a vehicle, so the person sitting on the rear of the vehicle can use that weapon. • Sentry gun Sentry gun with two operating modes. -friendly mode, protecing from only aliens -hostile mode, protecing from aliens, players (Excluding friends) Controversy related to weapons/pvp in the game: There should be place for peaceful players and for these one who want some action. We need at least option to have combat. If someone don't want to fight then he don't need to. I think that weapons should be added, but game should not be combat-focused. Simple PVE/PVE • Huge earthworms, aliens similiar to spiders, reptiles, tentacles etc. but they should not be common because life itself in space is rare. • Dark Zones: PVP on some planets where you can find more rare materials. Something like high risk high reward, with a story background that people began to fight among themselfs because they were blinded by wealth, fortune etc. Radar, weather meter Showing incoming storms, meteorite impacts, solar flares, temperatures, wind speed, enemies and raw materials (if drone spotted them). Map I would like to see map similiar to that one in The Division. • Table with hologram (Holo-table) on base which can display collected data from drone or satellite. • Drone that could scan some area from above and send data to holo-table or display it to player. • Satellite that could take a pictures of planet and send data to holo-table. Satellite / Drone OP Controversy: As I said, there should be currency in game so on the start player would not have the money to buy top-tier schemes. For example the satellite would be one of the more expensive things in the game, so player would get it later - on more difficult planets, where the satellites don't make game easier in meaningful way. Drone with different operating modes. Some examples: • standby mode - drone with mounted energy weapon, protecting area from space pirates, alien creatures etc. • tracking mode - would follow and assist the player, for example he could move light objects and follow player to base. • search mode - could scan some area from above and send data to holo table or player. • manual mode - remote controlled drone with camera view If weapon is attached • neutral mode, protecing only if we are attacked (by player or alien) • friendly mode, protecing only from the upcoming aliens • hostile mode, attacking aliens, players (Excluding friends) So for example: -Drone with tracking + friendly mode and mouted weapon will follow player and shot only to hostile aliens. -Drone with tracking mode and attached battery, will follow and charge player. etc. Enviromental hazards Some examples of enviromental hazards and how to deal with them: • quicksands on sandy planets (move on the hoverboard instead of walking) • meteorite impacts on planets with a thin atmosphere (we need radar that would warn us against them / force field on base required a lot of energy) • extremely high or low temperatures (special suits for the specific weather conditions) • high radiation (force field on Astroneer) • lava • acid rain (force field, hide underground) • different types of storms (warning messages on radar) • earthquakes (seismometer that sending warning messages to radar) • solar flares (force field) Exoskeleton (better, faster, stronger) Some objects like a fruits from alien plants and crates are large and heavy, to raise them without the lift character should be wearing exoskeleton. Jet pack and vehicle booster Add the module with jet engines that can be attached to a backpack at the bottom. Make it possible to add same enginees to vehicles allowing increase their speed. I know that is possible to find rocket thruster, but I think that it should be able to craft. Hunger, thirst, sleepiness, temperature, food, farms etc. • add indicators (emoji style) of hunger, temperature, thirst, sleepiness • add machine to produce Soylent Green which can be prepared from organic materials. Make it basic food in game. • add food and farm modules (greenhouse). Remember it is the future: Plants should be different from those that we know today (we need GMO superfood). • seeds should be earned by trading platform, with their help, you can grow more nutritious foods then Soylent Green. • add water (oceans) and ice, we need also module that purifying water (for example from salt). • add different variants of the astronaut suits resistant to specific climatic conditions. How it should look: Astroneer should survive longer without eating than drinking / sleeping. The first symptoms of thirst / starving / sleepiness would be fatigue, then slow death. Instead of the well-known indicators there should be emoji messages. Second habitat but bigger With wardrobe - where you can customise apperance, sleep, keep some food and water supplies, hide from storm. Hovercraft / hoverboard Add a vehicle which hovers above the surface. Should be light and bit faster than rover, but not specialized in moving heavy objects. Rope and grappling hook Causes new possibilities - climbing and attachment of objects. Could be pretty usefull before the player would get a jetpack. Game reward system Add the space capsule with gift (skin, crystal currency, scheme etc.) possible to get three times per week. It rewards hours spent in the game. Small space capsule (ball) would fall around the base. Player could open it in research machine. Music player Listen own music from Documents/Astroneer/User Music like a in GTA series. Miscellaneous (small ideas, fixes) • Possibility to change the brush size • Add module that creates oxygen, because limitless oxygen is bad idea. • Improve driving and change it to WSAD • Add option in settings to look around without pressing RMB • Add option to accept / refuse player who attempts to join the game • Deleting saves from game menu(not appdata) • Make possible to change language in settings • Alien plants should wrap acid instead of poison gas, it does not make sense because the character has helmet. • Don't add intelligent aliens to game, life itself in space is rare. • Add option for naming or changing icons of Beacons This topic is updated version of previous one:
  4. You guys should make it so you start with the 8 slot storage attached to your back, (this will be the same as the backpack in its current state) but it could be removed to reveal a 2-slot for stuff like 1 research pod, or a jetpack attachment that's efficient like the buggy, but uses hydrozene. Your top slots (z,x), augment slots, and build slot will still be free.
  5. Please make some Air traversal gear like a jetpack or rocket boots. I think it should be an “endgame” item. I’ve flown to all of the planets, and I feel that many of them (especially exotic) will benefit greatly with new and exciting ways to get through the world. I also hope you will consider adding a pet like a mini rover that can follow you around or something. I know you already intend to add some space mechanics which I really look forward to. I LOVE YOUR GAME and I think it has so much potential to be one of the best games of the year.
  6. I posted in another thread that a health feature would be interesting.. so this suggestion will go along with it as if health were already in the game. I think a mid-to-endgame machine called the "Suit Upgrader" (or similar) would be a neat new system. The upgrades would require materials to be applied, and power of course - somewhat like a glorified Printer, but for the space suit. An Astroneer would only be able to apply, say, a maximum of 2 or 3 upgrades at a time - spread out over about 3 or 4 slots (Helmet, Backpack, Boots, etc). This could have a lot of possibilities because it is not limited to just a few things that can be made. Farther down the line, mods could add additional upgrades to the Upgrader. This machine would require a Tier 3 platform, buildable from 2 steel & 1 titanium and able to hold more Materials to build larger modules. Materials to build this module: 6x Steel, 2x Compound, 1x Resin, 1x Titanium, 2x Aluminum. Some of my ideas for upgrades are: Fall Boots - This upgrade would reduce the amount of health you lose/damage you take when falling from a height. Instead, power would be used. If you were falling from a long distance, and normally would lose about 10 points of health (or whatever system), you would only lose about 5 bars of power. This may have to be changed based off of what system health could/world be implemented in, but you get the point. Suggested materials: 2x Resin (to act as a shock absorber), 1x Steel (when it's added), 2x Aluminum, 1x Compound Jet Boots - An upgraded Fall Boots (only unlocked after getting Fall boots, and replaces them) This upgrade would require Hydrazine as fuel, and power would be used. If falling from a long distance, when you get closer to the ground, the jets activate, letting you down safely. If you have a Hydrazine tank in your backpack, and the boots internal tank is less than 50% full, it will draw from that tank. The tank can be refilled by the Suit Upgrader (the boots come fully fueled). The faster you are falling or the farther you have fallen, the more Hydrazine will be used and the earlier the jets will activate. However, there is a chance that when you touch the ground or if you run out of Hydrazine or Power, you will take damage - making these not too overpowered yet good at the same time. These boots can also give you a little boost if you press a certain key (settable in options) Materials: 1x Resin, 2x Steel, 3x Aluminum, 1x Copper, 2x Compound, 2x Canister Jet Pack - What is there more to say? This upgrade goes in the backpack slot, and as such modifies the way your backpack looks (and possibly functions). Like the Jet Boots, this provides thrust and is set to fire up on the same key as the Jet Boots, allowing you to have maximum speed by combining the two. This upgrade has a VERY heavy Hydrazine consumption, and will eat through a normal Hydrazine Canister in less than 30 seconds. This is why a better Hydrazine canister would be nice... Why not use a "Compressor"? It can compress Hydrazine into a Tank that's normally used for storing oxygen - this will allow you to have 3 times the amount of Hydrazine in one container! However, it also requires a Tier 3 Platform. The Jetpack does not have its own internal Hydrazine reservoir, so it must use traditional Canisters - but does draw on power a bit and that can be used for a couple seconds to get you to safety should you be high in the air and close to a place where you can land. This is fairly OP but could be nerfed by making it require 2 slots of Backpack space or use the two top slots. Materials: 1x Lithium, 3x Steel, 3x Aluminum, 2x Titanium, 2x Canister, 2x Compound Hover Pack - There are a couple key differences between this upgrade and the Jet Pack. The Hover Pack is not really meant to travel - so it's slower than the Jet Pack, even with the Jet Boots added. As you can probably tell, it hovers - and while hover takes up 30% less Hydrazine, allowing creative players to continue to build amazing things without having to cheat or use a glitch to fly. It does not reduce storage, and is less expensive to make. However, it doesn't handle all that well because once again, it's not really meant to move. Materials: 2x Lithium, 2x Canister, 1x Titanium, 2x Steel, 1x Aluminum, 1x Compound Advanced Filter - This helmet slot upgrade is quite useful. It provides a steady "oxygen trickle" by refining some of the gases on the planets of Astroneer into Oxygen - prolonging your off-tether adventures by 25%. However, it's only half as effective during a Sandstorm. It uses a bit of power, but not enough to really be noticed. Materials: 2x Filters (yes, filters), 1x Canister, 2x Aluminum, 1x Steel, 1x Power Cells
  7. It'd be great to make jetpack. It'll work for gidrazin and soften the fall from any altitude. Then the player can jump from anywhere and stay alive.
  8. Hi developers, I really like your game, it is a great fun and I see a lot of potential in it. I have a few suggestions and ideas that I would like to share with you. RESOURCES/RESEARCH - Stackable batteries: I like to have a few big batteries and it would be nice to be able to stack them on top of each other (2-3 batteries) to save space. - Resource Sonar: It would be nice to be able to spot underground goodies from above while driving your truck. Or underground, in a near cave, when you are looking for resources. I imagine it as a little device (similar to a generator), you put it on a vehicle or on your backpack and load it with the resource you are looking for (es: you load refined copper or malachite on it if you are looking for deposit of raw copper mineral). It should beep like a sonar when you are in proximity of such resource. -I would like to be able to see if a research material has tech or goodies inside. If I am looking for a specific tech I would avoid the second ones. FEATURES - Differentiation between astroneers: different characters should have different abilities of advantages/disadvantages. Es: one character could be able to obtain more resources while harvesting, the other could be able to build specific structures (expert) or drive special vehicles or being able to growth organic material to harvest. -Robotic help. It would be nice to have programmable bots to help you in routine task: maintenance of structures and vehicle, organic material colture and harvesting. For instance, it would be nice to have flying drones (and actually fly them) for a quick reconnaissance of the surroundings looking for resources. VEHICLES/TRANSPORT -I would like to be able to move the truck while I am drilling. After a while is boring to get on the crane, drill, can’t reach everything, get down, move by 2 meters, get up again, drill… - When I travel between planets, I want to know when they are reachable before I leave the planet. It would be nice, inside the spaceship, to see from the ground the positions of the planets and the ones reachable in that moment. -Interplanetary gateways. It would be nice if it were possible to teleport resources between planets, after you have constructed the two gateways. -The jet pack. Awesomeness. - Orbital Satellites: Sometimes I get lost on a planet. Beacons help only so much because they do not have names, are easily confused and disappear on the horizon. It would be nice if it were possible to launch orbital satellites around the planet that allow you to geolocalize your position. CHALLENGE -Items, structure and vehicles do not need repair. It would be nice if (at higher level of difficulty) this items required periodic maintenance (depending on usage/weather conditions…) -Food system. It would be nice if, at higher difficulties, one has also to think about feeding himself. The organic material harvested could be used both for energy and food production. You would have to keep food ratio to survive, after a couple of day without food you should slow down and then die. PLANETS - No rivers, lakes or seas in any planet make them a little uniform. It would be nice if there poles and seas. Moreover, aquatic environment could be explorable using specific vehicle (ships, submarines...). - No volcanoes nor signs of seismic activity. It would be nice to actually have earthquakes and lava rivers or geysers… earthquakes may compromise underground caves and create/destroy tunnels and passages. -Load games: please I want to understand better which saved game I am loading. A thumbnail would help. Also possibility of multiple savings on different slots. Keep up the good work! Marco
  9. 1.CELLS. Improvement of backpack by additional slots (I think 2 slots will be enough). 2. JETPACK. It can be placed on backpack instead of solar panels or on the new cells of backpack plased on the buttom of backpack. 3. LADDER. If we will use jetpack, ladder insn't need. But in the start of game, ladder can help to get down in the caves. 4. FLASHLIGHT. I want to turn in off on my helmet at the daytime. The similar fo vehicle. 5. FLYING DRONE. For prospect. It can require separate platform. Drone can be features by binocles with zoom for better prospect. 6. SIGNED beacons. It will be so usefull if we can give a name to our beacons. For example: "aluminum" or "cuprum" etc.