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Found 17 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
  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 w
  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.
  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 n
  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 (simil
  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 be
  10. I have been considering ideas for Astroneer instantly after installing the Pre-Alpha Version (Xbox One and my PC). My ideas are simple, but would enhance the game. --- My main idea, coming straight to the point, is a way to improve the character's pack. Maybe have a small amount of upwards boost if you add some tool made from copper or compound. I know this would be a little easy to create, so if the player could use hydrazine to fuel the "jet"pack this would . I believe that this will help from early-game to end-game. It can help climb mountains, or slow down your falling speed. This
  11. I think it would be nice to be able to travel quickly around and also explore caves with a small personal jetpack. Of course it should be limited so it doesn't become OP. Just a thought.
  12. Hear me out. Low capacity jet-packs you can craft that can't break atmosphere or anything, but could help get out of holes, emergency use when falling, or for exploring (those really hilly biomes are hard to navigate).
  13. Here are some of the things I think would improve the gameplay experience; 1.) For an improved movement, a good idea would be adding a jetpack / booster into the game. This could possibly be created in the printer, or the vehicle bay. This could be put in the side panels of the backpack, and you could press the "A" button" while in the air to activate it. 2.) Add an exo-suit or mech-suit of some kind. This would be a very cool feature, and would add more variety to how you could get around. You could also make it so the exo-suit has it's own backpack, and each arm could have modules
  14. Dear Astroneer devs, Please add some kind of jetpack - rocket boots sort of idea just something to help jump higher and move faster, whether these are crafted or you start witht hem - just a thought tho.
  15. Installs into both of the backpack slots. Consumes Hydrazine from backpack. Supports 6 directions of movement or just move in the direction of cursor and keep feet aligned with planet gravity. Each fuel canister lasts for...oh like 20 seconds. Supports hovering.
  16. First off, great work on Astroneer so far. I would especially like to salute your netcode. I think in one of your blogposts earlier you were talking about how you limited the scope of MP servers/matchmaking for the alpha to keep it within reach and that decision has REALLY paid off. I connected from Australia to a friend's PC on the East Coast of the US. There was an unavoidable amount of lag and some quintessintial alpha behavior (animation bugs on respawn, a few CTDs) but good lord it worked pretty much fine for a five-hour session. We never hit a showstopper where someone couldn't rejoin af
  17. Hey guys, Not too long ago a thread was made by user @Anker regarding jetpacks. I kind of wanted to expand upon the idea with my own personal idea of how a jetpack would fit into the game. It goes without saying that in nearly every video game they're present, jetpacks are one of the silliest and most fun items. Though, in a quasi-realistic approach on space exploration, how does it fit in? What exactly is it? Is it as boundary-breaking as it is in most other games? Let's take a look... Not using the plethora of Power resources to their fullest potential? Jetpacks would consume tons