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  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)
  9. Hello world! I have been coming up with ideas constantly since the start of me playing the game, and I have read the roadmap and most suggested features, though I have not taken the time to read through all the forum to make sure these ideas are original yet, and some I know others have suggested, but I say it's okay if multiple people suggest the same thing. So below, I will be listing out things I have thought of as "this should be a thing", and I may update this later as more thoughts come along. The priority is determined by my feelings of how often something recurs that makes me think of the given solution. High Priority Ideas: There needs to be a way to remove trees after they're de-rooted! I find it inconvenient that they do not disappear like rocks do after they are disconnected from the soil, yet physically block you. Perhaps they could be harvested in some way and be turned into Organics? That'd give a whole new purpose for trees. There needs to be a coupler / hub that is placeable to connect two habitat bases together. Since tethers don't serve this purpose, it can be a bit of a hassle sometimes to have to make a rover just to connect the two ends of the hoses between bases - it seems like there should be something to bind them together for shared energy. That'd also be a way to encourage teamwork from separate bases with roles being bound together for energy. There needs to be a way to remove the extensions from a habitat after you've placed Resin in them. Dynamite doesn't destroy them, though dynamite destroys buildings, and there is no button to change either in any way. A simple realign or remove button would be very handy. Medium Priority Ideas: Please allow Unknown samples to be attached to the storages again! I'm not sure why this was removed, though I do love the new appearance of the storages, perhaps there was some difficulty scale reason this was changed or clipping issues. If this is the case, then I could live with just having to put it on new rovers without slots, but I do miss being able to make a little adventure rover to put my samples on in a more tidy space. I'd like to see some Astroneer suit augments or inventory variety! I think there may be something like this coming but I don't recall it being specifically mentioned to include suit changes itself, though I did see there will be more personalization for it some day. My idea was specialized backpacks to be kept on and made with a station, either a double-inventory space one outright (that slows your walking and running speed slightly) or specialized packs like a Miner's and Builder's backpack that could store more items, though only items that fit in that specialty. (i.e. Miner's backpack stores only much more ore / processed metal than the default one, Builder's can carry much more things like tethers, worklights, beacons, small generators, augments, etc.) It'd also be fun if exosuits were a thing, like for example, faster running or ones that can carry the oxygen tanks in themselves, though that may be a tall order and I understand that isn't necessary per se. Being able to use the printer to make Shielded Tethers would be quite fun! Perhaps two compound instead of one, and can handle two or three hits from storm blocks instead of just one. So the most vital ones near a base are safer, then the regular tethers can be used underground where storms don't risk your lifeline. I'd love if we could turn Augments on and off with a switch rather than have to manually take them off each time or use them until we run out of power to start using the default ability. This would be helpful as less inventory-moving-around would be needed to achieve the result we want, as we could swimply turn off the one we don't want to use and turn on the one we do. The shielded switch style on the research consoles would fit this nicely! Or maybe just a UI "On / Off" button displayed above each connected augment. This should also be neat to see in the future once more augmentations are released. A medium / large oxygen tank may be interesting as well if it was able to be carried on the sides or top and bottom of the backpack in a slot specifically designated for it, 4 titanium instead of 2, maybe with or without a movement penalty, though not necessary, it would definitely encourage longer trips away from tethers and be kinda retro (in a cool way) and show which players are avid explorers. I think dangerous plants (such as spiky ones and types that emit poisonous gas) should make a hissing sound or some sort of audible warning before they attack. Yes, the brown and green ones that shoot homing gas do make looped sounds sometimes, it's not enough to know for new players to avoid it, so it would save frustration to know that all plants that hiss for example are ones to stay away from. Also I'm not quite sure if it makes sense that gas would penetrate your suit unless it's some kind of acidic gas. Maybe suit health should be a thing rather than an instant death, so it gives you a danger that will start to quickly lower your physical health when your suit is damaged badly, but one you can decide on how to handle it or give in. Dunno how this health would be healed, maybe a station for it or tethers using energy to mend itself or something to that effect. I find it strange you can't place Medium Solar Panels onto storages when it's placed on a building. I understand that it could clip but the small ones do anyway when placed fully together, so it seems logical to me that you could place them there. Also it should be placeable on land habitats too, as they both are two slots and it seems like it would make sense to be able to do so. I look forward to Large panels and batteries some day, so a whole power grid will be even more appealing and efficient! Misc. Priority Ideas: Though I am aware of more weather being on the roadmap, a tornado would be interesting as it would be most similar to the dust storm and therefore easier to program than something completely different outright (I'd think? Not an experienced programmer so I can't say!), something that has the same feel and destructive power of the dust storm but violently swings the spawned dirt blocks in a circular motion instead of thrown in one direction. I dunno, sounds cool to me! A strut or firm elastic bond (out of Resin probably) able to be placed onto either the tubes between or the corners of rovers connected to each other would be useful as it would be a way to keep further placed rovers that you are connected to from flipping over lazily and forcing you to get out and flip them over, as there are a lot of bumps and rocks that can cause this, and some kind of more firm bond, though making elevated terrain driving more difficult, would make flat terrain driving less tedious. Soil (and in the future, water) samples in canisters should be a viable research method. Though all soil collected is generic when in a canister, one day it might be interesting that if you collected say, green / brown, blue, purple soils (though they would be generic if you used them to terraform), if placed in a research lab, that they would give bytes as they are all differently composed. It would also be fun if other planets and moons' soil samples were worth more as they are other bodies entirely to your spawn planet. Maybe even having some kind of science module to put on rovers or landers to collect atmospheric and gravitational data as you drive or fly around planets, then remove to place into the research chamber would be cool. (This could also lead to autonomous research satellites being a thing in the future! Ones that constantly collect and report data back to the ground for bytes, and also being able to warn for storms as I see that may be on the road map.) Seeds from the pink-spike plant (no idea if it has a name!) and maybe one day, seeds from trees and other flora should be researchable. Perhaps researching items that you don't currently have researched should reduce the cost of researching that item, as you've taken it apart and scanned it, so wouldn't you know how to better make that item? Makes sense to me at least. Not necessary but sounds like it would make sense. Either way, this is about as all I could think of right at the top of my head after some gameplay, might add more later, but not sure! Hope you all like this, feel free to respond. I'd be honored if a dev would read these suggestions as well, though just input from the community is great too. Thanks for reading. <3
  10. Hi all, I bought the xbox 0.5.0.0 game preview over Christmas and have already grown bored. I know the game isn't content complete but what it boils down to are three key factors for me: Research is way too easy to accumulate The Mineral Extractor is a game-breaking item that causes you to not have to explore at all anymore When you get to a new planet (yes, I've been to all of them), the challenges aren't different enough and the difficulty isn't high enough To address each of these, here are my suggestions: Research: If this is going to be a research-based game, the pool of resources available to complete the current research tree is WAY too deep. I can find 10 artifacts in a cave very very quickly once my initial base is set up. I can then get medium solar and wind, research batteries, and don't even need to run generators at night. Full research can be completed within 10 hours of gameplay, leaving no reason to collect additional research. This is game breaking with regards to progression. Research and having access to all of the tools available is one of the key components of progression and should be seriously nerfed. Suggestions on how to do this: Make research items worth a LOT less bytes Slow down the research station so less bytes are researched over time Increase the amount of bytes needed to research all technologies The Mineral Extractor The mineral extractor basically makes it so you don't have to explore anymore. If this is a game of exploration, the ME breaks that exploration mechanic. Stick in dirt, get w/e you want. This should be an "oh crap" machine where you just can't find that resource anywhere and need to do something for that resource. To make things worse, I can take a large rover with 8 medium storages on it, then a medium rover with a crane attached, then another medium rover with 8 more medium storages on it out. 15 minutes later and I have 64 cans of dirt and can run the ME for quite a long time. Once I get to this point, I don't even collect resources in the field anymore. Suggestions on how to change this: Remove the ME from the game completely Make the ME use 5 or 6 times more power than it currently uses so it takes forever to recharge Make it so you have to put 5-6 times more dirt in to get the same return To be frank, I'd like to see the ME completely removed from the game. That's just me. Planet variety and difficulty doesn't scale enough Getting to a new planet for the first time is a rush. That rush is over quickly when you realize a couple of things. First, the structure of the planets are very similar (I realize that procedural generation can cause this). Secondly, the danger level never seriously ramps up. Lastly, with the exception of Exotic planets, topside structure and landscape construction are way too similar. I leaves me wondering if there needs to be a complete terrain and/or difficulty rewrite for non-terran planets. Suggestions on how to change this: Make every non-terran planet a LOT harder to get around on (either through terrain, more or thicker dangers, or introduction of more traps). I could see the moon being the one exception to this, it's meant to be a trainer on how to set up a new base once you're off-planet. Make the cave systems and/or terrain surface much more dangerous on non-terran planets. Deadfalls, hidden dangers, lava flows, whatever.. make the caves more dangerous in general. Introduce aggressive organisms that attack you directly, forcing you to use some sort of gun mod to defend yourself (the devs might not want to do this, so take this one with a grain of salt). Alright, those are my suggestions. Flame on -Dim
  11. My idea is to introduce different levels of tethers, batteries and other items as applicable to give the players a sense of progression as they build and expand. Level 1 tether - uses 1 compound and printed from backpack with limited reach. The current tethers we know and love. Level 2 tether - uses 1 compound and 1 copper printed on the medium printer. Extended reach and higher light output. Constantly draws a small amount of power from batteries or power sources in the base. If there is no power in the base, the lights go out but the tethers still supply oxygen. Level 3 tether - uses 1 compound and 1 aluminum. Further extended reach and light output. Larger power draw. Level 4 tether - uses 1 compound and 1 lithium. Same as Level 3 tether but with some power storage capability. Level 5 tether - uses 1 compound and 1 titanium. Largest reach and light output, no storage capability. This way the player has to choose between reach and power storage. The same sort of progression could be used for batteries and possibly other items. IE - a copper based battery that stores less than lithium but is easier to use in the early game. A lithium titanium battery could be a smaller footprint than the double lithium perhaps allowing higher density power storage. Just a thought.