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I think it would be super cool if you guys added ancient ruins of cities or temples that were maybe made by aliens millions or billions of years ago into the game. The idea kind of comes from Minecraft, with how that game has been specific temples and structures. I think in the same way, Astroneer could have planet specific ruins that you could explore, walk inside of, and even deform with the terrain tool. I think this would add more incentive to explore, and once cartography and map making is introduced players could map out these locations as well.
1) (RESEARCH) I have been playing for a while and I love the unlocking of research but once its done i get a bit board, and it always happens before i leave the first world. - Maybe some research could be specific to the different worlds, like using ores or plants available on different planets. 2) (ARROWS) The other idea is for getting out of deep underground. - Place-able arrow would help find the surface as the tethers can be hard to follow when they go everywhere underground.. 3) (GRAPPLE) A grapple hook would be fun! - Grappling over canyons would be quick when exploring rather than having to build a bridge and dying because of lack of air. 4) (TELLEPORT) saves a lot of wasted time traveling - Maybe a telleporter would be good between basses. Uses excessive energy a takes a while to recharge. so its not abused... 5) (TRANSMITTER/ RECEIVER) - An item that helps you find your base when in vehicle. 6) (HABITAT) - The electric turbine should rotate slowly so it looks better. 7) (RECYCLER) - A way of recycling items and building we no longer need. Maybe the printer could do it. 8) (ALIEN RUINS) - Would be fun to find, maybe even has research that could be rare 9) (ADDING COMPLEXITY) - Recipes should be more complex requiring multiple types of resources 9.2) (more ores) helps complexity 10) (VEHICLES) - (rovers) rover trains are so slow. The idea of a movable base is not so fun when it takes ages to move. - (Speeder) Maybe a hover vehicle like in star wars (speeder) for fast exploration. - (Glider) Jump of a mountain and glide a distance away using attachment That's all i can think of for now! Cheers
Ok, I really, really, love Astroneer. This game scratches nearly every itch I have in gaming. It's diverse, open, easy to play in short spurts or in long sessions. The art is charmingly simple yet also breathtakingly beautiful. The game mechanics are great and maturing rapidly. I enjoy watching it develop and the dev group is great - transparent and approachable. However, there's one thing that I'm starving for in this game. I know you've heard this a hundred times, and I'm sure you are already working on it, but please keep reading and let me make my case for what I need and what I think others want, in hopes that it will guide your development. The game needs a past - a sense of the undiscovered, or rediscovered. It's in the game already, but it's starving for more. I can't forget the first time I discovered a deep green cave - a foggy, mysterious place, inhabited by a zebra ball, two dead astroneers, and three satellite objects that were inexplicably underground. I was stunned. The game immediately ratcheted up in excitement and intensity. What wonders or horrors lurked in this cyclopean underworld? The first time I found one of those long, spiraling, green, dead end tunnels, there was a sense of excitement - "How deep does this go... do I have enough oxygen?" I found a resource chest at the bottom, and I was sure it was going to yield some great reward. It gave me one compound... but there was still that spark. The wrecks, at least the first few, did this for me as well. However, the game has precious few of these little mysteries. I recently re-read "At the Mountains of Madness" and I was thrilled again at the thought of discovering some ancient ruin of a far advanced civilization. Robert Howard's Kull the Conqueror and Solomon Kane also feature encounters with long-forgotten ruins, both advanced and primitive, and not all unoccupied. Part of the reason I love the Lord of the Rings is because it's steeped in fallen ruins and hints of past eons. Blade Runner 2049 revels in the ruins of our modern cities. I remember playing the original Far Cry back in 2004. I explored every nook and cranny of that game, and I clearly remember the excitement of finding a downed WWII era Japanese warplane rusting in the jungle. There wasn't anything to it, it was just there, off the beaten path where players really weren't expected to go. In the hype for the anniversary update, I saw a dev post a picture of the sphinx. The game is begging for this. It needs the roots of a forgotten past. They don't even need explanation - we can make that up for ourselves. I like crafting and building, but most of all I like exploring and being rewarded for it, and I'll put up with a lot of bugs and broken mechanics if I just have this. I hope you are all nodding your heads and thinking, "Yes, we have already begun planning this." Thanks for everything! -Tom (Janos on Discord)