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Found 8 results

  1. As i´m preparing to leave Sylva, there is something i still need to craft at a small printer. Then i realize that the small printer will absoluteley refuse to print anything for reasons that are beyond my Understanding. One of the things i still need to craft is required to leave a planet (a rocket drive, to be exact). Thus, this makes further progression impossible. PC | Mouse/Keyboard | Xbox Sincerely, Morghulis
  2. As you all know, there are only two reasons to go to Atrox: getting Helium to make Nanocarbon Alloy (and from there RTGs and other endgame items) and of course There's literally no reason to explore it, as it doesn't even have specific resources like all the other planets do. It feels like a missed opportunity for the hardest planet in the game to be the least rewarding to traverse and explore & encourages players to just set up a base and never move from there. I think Atrox really needs some work put into it, so it's not just a case of "go there, set up an atmospheric condenser with an RTG and call it a day". Given you HAVE to go there if you want an RTG, it only seems logical to make players want to explore it and face all the hazards that SES has put effort and time into making. So, here are some things I think could make it interesting: The easy solution: add some normal resource (ie not gas, but a mine-able one) that spawns as primary, so in the cave layers. Given the planet's radiated nature, the logical choice would be Uranium. Possibly make it rare-ish, so you'd really need to explore caves facing all those beloved rocket-launcher plants to find it. This resource could be used to craft some endgame items. Also you could possibly need to make some radiation protection armour to prevent getting irradiated to death from uranium clusters. Make its research-able samples have a very high byte count (ie 10k or more bytes) higher than that of Glacio's samples. That way the challenging exploration + hauling of the samples needed to research them would be paired with a good reward. This would probably require rebalancing Glacio's samples as they simply break the research system. This ties into #1: add a system whereby you can find something like ancient technology scattered around the planets (not the usual debris, something else entirely) which you can then use to build some real endgame machines. I'm thinking a helicopter or some other sort of flying machine with which you can take off and land anywhere. Add some sort of fauna that has evolved to withstand the radioactive environment; you could potentially tame this animal and it would help you out while scouting caves etc, killing harmful plants and such and it'd be a companion similar to the cuddlefish in Subnautica. Post your ideas below!
  3. When I play on my best save in Astroneer, I’ve reached a point where there is no obvious path of progression. I have bases on all the planets, massive amounts of resources, infinite power, and all kinds of rovers and structures. At that point it's like I beat the game. So this is why I feel there should be another big step in progression in Astroneer. Rather than just sticking new planets into the original solar system, I feel that there should be a completely new solar system. Another post on the forums is for a Orbital Space Station, and I have an idea for what it could be used for, rather than just being a transport for shuttles. The space station would be used to travel to a different solar system. This leap in technology will be like interplanetary travel to interstellar travel, it would take a lot of resources (maybe using the recipe that the other post included). This new solar system could have all the planets have a new resource that will be used to upgrade the research catalog. This new part of the catalog could have a lot of the more powerful/useful technology that players have been asking for. Like asteroid mining, a train, automation, geothermal power, etc.
  4. Hello, so after playing 40 hours of this game I have come to realise that there aren't quite many objectives in the game, don't misunderstand this I think the game is great but maybe a good idea would be the need to find alien blueprints in the different planets, this would increase the need to go to those planets in order to get those blueprints, it would be awesome that each planet has 1 exclusive alien blueprint and you have to explore the whole planet in order to find it (random location), this blueprints could include some nice modules like teleporters, automatic machines, etc... , of course you would need to spend a lot of research points in order to unlock this alien modules, this could also implement the use of astronium, diamonds, nanocarbon alloy that currently have no use.
  5. Hey I’ve had a few ideas for some new things to add to this wondrous game. Im not asking for a total rework of the progression system, but I’ve noticed a lot of complaints that there isn’t anything to do after unlocking and building everything except expanding. While this problem can’t really be resolved totally, more progression should be added. Even though I know more things are going to be added, here are some ideas. Dangerous weather is a must, to make things a little more interesting. I’m thinking snow on Terran and blizzards on tundra, heat storms on arid, and acid rain on exotic and radiated, not to mention heating/cooling protection. Adding an Astroneer/ vehicle upgrade system through, say, an engineering bay would include such things, as well as additional slots and durability. More resources in addition to the ones added in the crafting update should be added. I’ve looked toward the periodic table for inspiration, elements such as Osmium(super dense, upgraded titanium sort-of), Vanadium, a durable metal that is cheaper than titanium but of similar strength, and lead, which does not allow radioactive particles to pass through it, maybe to protect the astroneer from acid rain and general radiation, to name a few. An advanced chemistry lab should be added, as well as larger, more advanced power sources, vehicles, and crafting stations,and platforms to accommodate these. Examples: Maybe a solar tower, or a geothermal form of power, a larger scrapper for larger debris, a larger rover with a space for a seat imbedded in the front, or a flying machine, with flight cap(of course). Fission power could be a thing, as well as fusion power, but these would have to be extra large, and not fit on platforms(but you can do what you want). Uranium, as well as a way to make Deuterium or tritium for the fusion reactor, as well as magnets. Rivers and lakes would be cool, but that just means making more animations. If added, hydroelectric power should also be thrown into the mix to utilize those. Ive also seen requests for space stations. These would be great, but there’s a few logistical errors. First off, how would you build these? I considered this for a while, then thought: Rockets. A larger version of the vehicle bay with a launch pad would build either a small or a large rocket. These would function like shuttles but carry more items. The “rocket bay” should also build space station parts and put them in the rockets cargo bay. A “nexus” should be the starting point and include a “station printer”. The station printer would have an interactive menu, organized in a grid. This grid should have options for building and deleting. After designating what the printer should build, and finalizing the changes these really expensive station parts would then be built onto the station automagically. Second, how would you access said station after you built it? I think solving this could be difficult, but I have a few ideas. Making a hangar bay for a shuttle or rocket is necessary because of access issues (I don’t want to spacewalk any more than the next guy). Space stations should orbit the planet/moon it was launched from, have a beacon, and be accessed like a planet would be. These are my ideas, and I congratulate you for making it through my extensive post. I know this would be a hassle to add to the game, sorry if I repeated someone else. I look forward to the next update (and maybe steam workshop support)!
  6. I feel like I can pretty much unlock everything in the game inside of a 60-90 minute play session. I know there is a balance between being demoralizing in terms of pace and just handing it out but I just feel like it all goes by too quick. Would be cool if things like the large spaceship, rover, etc were 4-5 times more expensive and the research items on the starting planet capped at X research. This would force the player to build a small shuttle to go to other planets in order to get research that is worth more. Then with the large spaceship you could go to even further planets to get even more valuable research. I feel like there is a foundation for a very solid progression system, it just isn't there quite yet. All that said, loving the game and excited for the future
  7. Hello there! I've been playing Astroneer for quite a while, had my share of experiences, both frustrating and exciting ones, and multiple times (like most of us do while playing an early access game) I've wondered how the game could be improved for some situations, applications, etc. Astroneer is mostly about exploring. Sure, there is base building, ressources collecting, but in order to do these activities, you first need to EXPLORE! And, unfortunately, in my opinion, the game doesn't (yet) give you the proper tools to efficiently explore, at least not like a bloody future spacetronauts would do! How many times did we had to turn our backs to a cave so deep building a ramp would take forever, how many times did we really wanted to reach that item we saw down below but were too lazy to tether down a path towards it, etc. So I present you my very simple idea to, honestly, greatly improve the exploring experience: Rappel. Boom, right? I'm no coder or game developper, but I strongly believe this could be implemented at some point. We have an ability to anchor small objects to the surface (extenders) so why not think of a tool, build-able from the backpack after a low bytes cost reasearch - and for common ressource like... organic? - that would pretty much work like an anchor point for a rope. You'd place it on the edge of a cliff, cave entrance, etc, and use it as a purely vertical way of mooving around, then pick it back up... A small "vaulting, climbing" animation would be needed of course, but at least we would be able to do so much more, and so much faster. The lenght of the rope would be limited, but it would be enough to decend safely into a hard-to-access cave, crater, hole of any sort. And remember these hanging plants that grabs onto you or objects and pull them up towards them? How about going back up the rope use the same work-around? Anyway, this post is already too long for such a small idea, but I think it's a rather essential one, especially for an exploration game. There is no way to efficiently progress vertically through the terrain (yet, who knows, jetpacks incoming??) and I think a simple rappel mechanic would be fantastic... - Grappling Hook? Gun upgrades that lets you shoot a hook at a relative distance and hang like Tarzan to fly over a gap? - Ladders that could be packed and deployed wherever you want? - Hell, an elevator system?? Have a nice one, thank you for your time.
  8. Items that i would believe to make the game better (that i dont think are on the road map) to get people exploring the surface more & not deep underground (which bores me) you should have to get data disk (or the Artificial Research Items https://astroneer.gamepedia.com/Research_Item) which makes more sense (how does a plant provide bytes of information to make a shuttle?) which should be on some crash sites on the surface (i have suggested this before) have distress beacons going off to lure players to explore certain areas including other planets having a way to check which direction your home or vehicle or any other beacons are! (a Must!!!) Having higher tier items locked until you have researched the lower tiered items, this will help fix research pacing but not solve it (large rover after small rover) Have a higher cost for items printed of the medium printer & Vehicle bay Having to repair your base from storm or meteor have a power gauge on your habitat like the vehicles (because i think the new one stores power? if it does it not very clear) Having a small buggie e.g. slot for seat & one slot for like a solar panel Solar panels do not work during sand storm & the wind turbine work in a sand storm (the wind turbine never seems to generate power so i rarely use it)