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  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. rhinorover

    Jetpack Dynamic

    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. Gregory Bass

    Jet pack as a parachute

    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. vadimchup

    TOOLS for exploring

    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.
  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 is just a draft of my idea, so contact me if you [SystemEra] wish for me to assist anyway I can to play-test the item. --- As I have noticed, and so have many of my friends, checking your health or checking your oxygen and your power supplies from a bar within your HUD. A health bar seems unnecessary, but if an update plans on adding hostile creatures it should be included. Including the amount of power/O2 supplies in your inventory would also be a great help. This idea has probably been created in multiple threads before, but I could not find one. Thank you System Era for creating this great game, and I hope I have assisted your team with new ideas. Please feel free to comment of message on this thread to ask me about my thoughts. Thanks again, Brycen The G
  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. BroBarians

    IDEA: Jet-pack

    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 built onto it from the vehicle bay. I also think this should be rather difficult to make, as the extra storage and tools would make it very good. 3.) To create a more in-depth crafting & mining system, you could add more minerals into the game, such as iron, gold, etc. You could also add oil deposits under ground, that could only be accessible by creating a drill or some other tool to extract it. This could be used to make power (lots of it), or other uses you guys could come up with. 4.) Add more buildings. I know this is probably obvious, but it is definitely needed. This would, without a doubt, improve the experience. 5.) A more dynamic weather system. For instance, in the storms, rather than just having blocks, some items flying through could be an actual piece of something, like an "Unknown" or a mineral. I know this would be hard, but I think it would be very cool. 6.) A shield generator. You could either attach this to your base or your backpack, and it would require power. This could protect you from multiple things, such as the projectiles in storms or the spiky plants in caves. ONE MAJOR REQUEST: Please don't add hostile creatures to the game; I love this game for what it is, a calming, laid-back survival exploration game. I love it how it is. It's your guy's decision in the end, but I think most of us could agree we like it how it is. (I would promote a bit more danger, but not monsters or hostile aliens.) Whether you add any of these into the game or not, I will continue to support you guys and be thankful for your dedication and hard work towards this game. Best regards, and good luck.
  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 after they CTD'd or the game de-synced and we couldn't find each other or anything like that. As a result of that stability: I love the game, my friends who I convinced to buy it love the game, and we are all going to rave about it to other friends and no doubt some of them will buy it too. My only moments of frustration in the game have been while caving. the TL;DR of it: it would be great to have better options for vertical traversal and for marking a trail with breadcrumbs (as opposed to implementing a minimap or more detailed compass). Also, a somewhat unrelated suggestion about lighting and movement. I'm sure lots of other players have had the experience where you spot a resource you need in the distance and you decide to run for it, gather it, and dash back to your tethers before oxygen runs out. Far too late, we find out that there's a hole or chasm on the way that leads to a deep drop. You either die when you hit the ground, or you live but have no way to get back up to where you were before you suffocate. Even if you run around gathering oxygen to keep yourself alive, you're more likely to wind up extremely lost than to get back up to the previous level. Sometimes I've stubbornly lost several lives in a row trying to retrieve my gear or find out where that resource was. Right now the only workable solutions for vertical movement are trying to make a pillar/ramp with the terrain tool, or tunneling into the wall a ways and then trying to switchback/corkscrew an ascending tunnel to reach the previous level. Neither is very intuitive and both risk another fall from height (if when tunneling you break into yet another chasm and fall there). I have four suggestions for this situation: 1 - a jetpack. Up to you whether it's immediately craftable or has to be researched/found from derelicts. Maybe have it take up two slots in order to properly account for its utility/value. Or perhaps it could be attached to the wing slots on the backpack, since the solar panel and windvane aren't much use for generating power underground, and there's already a system for feeding fuel into an item there a la fueling the generator with a stack of organics. It would also be a good 2nd use for hydrazine and give a reason to seek it out in caves even after a fuel condenser has been built at the base. 2 - a grappling hook. It would be great to be able to grapple to the ceiling and pull yourself back up to the previous height, or at least reach a height greater than the range of your terrain tool so that making platforms to get back up isn't such a pain. It would also be an absolute joy to have a grappling hook that enables skilled players to move quickly and vertically like some Quake mods or good old Bionic Commando. 3 - different shapes for the terrain tool. If you could change it from a circle to an open crescent or angle, it would be easier to create lipped ramps and walkways which would reduce the danger of falling as you shape terrain to cross a chasm or return to your original height. 4 - some way to 'breadcrumb' your path. Tethers are tedious to place if you want to move at speed and they create a performance hit if you have placed too many. Beacons are too expensive in terms of materials to dot them all over, and aren't especially useful for pathfinding in caves with the relatively narrow fields of view one has. The most practical solution is to draw an arrow in the floor with the terrain tool at every intersection to pointing the way home, but that really detracts from the natural beauty of the environments you've created. What about a homing dot, similar in size and stackability to a tether, that when queried with a mouse click points to the nearest powered tether? I'm thinking of something with a button-ish look. You walk up to it, press the button in the center, then the rim lights up and blinks in the direction pointing back to your tether network? Alternately, if the pathfinding would be too expensive or be too hard to make work with edge cases (a tether directly above you if the cave has looped back on itself), some ability to set an arrow direction when you first place the breadcrumb. If you wanted to make them true breadcrumb tools rather than just a "show me the way home" object that lost players throw down, query, and just pick back up, you could make them placeable but not retrievable. Or perhaps limit the pathing range so that you have to leave a trail of them in order for them to provide any useful info. You might even make it so that activating one causes the next one in the chain to strobe until the player walks up and interacts with it. It then points the way homeward (or at least tether-ward) and causes the NEXT one in the path home to start strobing. 5. Finally, while it's generic to all caving and not just the 'find your way back from a fall' situation, it would be nice to be able to cast more light than the player's headlamp provides. I often find myself carrying items off-center as I run, since I don't want the carried item to block my view of where I'm going. But because the character's head is slaved to the cursor, I don't have light showing on the place where I'm headed! Perhaps we could have a craftable light that can be placed on the backpack 'wing' slots and either shine narrowly ahead (but ALWAYS straight ahead) or cast a moderately-sized globe in all directions.
  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 of Power, requiring you to stock up on the resource. Each second of flight eats up 2/10 bars of stored Power. Using a sprint-jump immediately consumed 3/10 bars. This'll put your Power Cells and raw Power to the test, and give the items more worth. Crafted in pairs, the jetpack wings take up both of your external slots. Dragging them to either side and equipping will cause them to break off and occupy both slots. Jetpacks are an "end-game" item intended to be used on some of the most treacherous planets and most puzzling vertical scenarios. Their recipe would likely involve Titanium and Lithium at the least. Let's be honest, moving in this game feels good. Walking and sprinting feel good. It's all very smooth, very cozy. So why not add to the ease of mobility? Jetpacks will allow you to sprint-jump, just double-tap the space bar while sprinting! Allows for established players to choose how they want to travel. If you don't want to move your rover and you enjoy a more scenic route, sprint-jump and jet your way through some otherwise tedious locations-- specifically, mountains and straight over ravines. One of the biggest inspirations to expand this idea-- besides the previous thread-- was Barren Planets/the moon of your Terran Planet. Yeah, all of those pillars with research-able goodies on top? Let's not kid ourselves, we all just walked through the spikes and picked up the items with our extended grasp. With a jetpack, though, maybe some of us would've hopped from pillar to pillar. Better yet, this improved vertical movement could make for some super exciting future biomes and/or planets! If System Era added jetpacks, and built areas around them, we'd hopefully see an increase of rare materials and/or items in higher places. More to discover, more to enjoy. They come with their own risks. Power consumption is high, so this item wouldn't just be a free pass to soar across the planets and avoid every survival constraint. If you run out of power midair, you're done. RIP. You'll fall to your death and lose all of your inventory, potentially in a very high-up and dangerous place such as a mountain. Lastly, how would they interact with Tethers? Would we see people building bases on high-up plateaus and mountains, using Tether-elevators to continually power a jetpack upwards? As stated in multiple points above, jetpacks offer options. They offer creativity. They offer a chance to take the road less traveled. However, I didn't need to list nearly 10 points to convince you that jetpacks are awesome or necessary. You knew that already, didn't you?