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Found 14 results

  1. I would like to see the ability to freely change the game mode status (creative and survival) for each individual player (like in Minecraft). My client players don't like to play in creative but I do and like to be the "admin" of the world. Therefore I would like to be able to see myself in creative but keep them in survival.
  2. survival has been a big discussion, with many ideas being kicked around about food, water, and enimies, but I for one am opposed to this idea. i just wanted to start a thread to talk with people about the reasons they want no survival mechanics. i think that the fact that there is no survival aspect in the game is the best part of it, because of how open-ended the game is now. The ability to mess around all day (in game) in astroneer has no negative reprecussions because there is no obligations. In fact, you’ll probably get some laughs in. Try this stunt in Minecraft, ARK, or other “realistic” survival games and you’ll end up as fish meat because there are certain things the game forces you to do. This is what I would hope the game would avoid. thanks for letting me steal a minute from you, Astrofun.
  3. Ok so While I was watching Z1's video I was thinking this would be a really cool survival mode. I really like the idea of being able to chose which planet you start on for survival mode (or possible randomly generated). But something akin to the chair glitch would have to be available. Like a astronomer plane or jet pack. You guys addressed that you would add some replacement for this glitch in the video below. But I thought if no one had mentioned it this type of survival would be interesting. The Z1 video I was referring too
  4. When I started, I lost a few lives as I was so excited to explore that I lost track of my oxygen and didn't make it back to my tethers in time. It'd be nice if there was some type of "alert" system (perhaps you can craft this and mount it in your helmet) - even a series of beeps to job the player's memory.
  5. Just like in the tutorial, a tap feature would be perfect for larger plants. It would allow for easy access to organic without terrain destruction. The smaller fauna throughout the planets, e.g. Terran, could be used as a survival feature. They would be collected into a type of item that would be considered "vegetables" or something of the sort. It could the be put through a blender to be turned into organic. "Vegetables" could then be eaten by the player. This idea could be expanded for more plants; leaves or grass could regenerate creating new resources. This could allow plant beds to be made from medium printers using compound and canisters.
  6. I think it would be really cool if you guys were able to put in enemies to go with the survival part of the game, similar to minecraft with its zombies and creepers (etc.). I believe adding in monsters with different varieties in what they do would be interesting and would have more for you to do, instead of lazily going around mining and saying "I'll just do this and this and this and the only thing that'll stop me is boredom from how long it takes" This is something a person would say in a game about survival, like with the horror game, the Forest, a game where you wander around a forest, surviving and finding clues about what's going on the island you're on. It's all accompanied by cannibal savages, sharks, and deer to keep you on the move. However, I cannot give you any ideas! Mostly because some of the ideas I do have, block my thinking when I think, Who are they advertising this to? children? adults? I would think adults, with some of the elements of the game that may be harder for kids, with the building of machines and stuff. But I don't know, because the game throws me off with a vibe of spore, a "survival" game meant for anyone. So please get back to me on this!
  7. I'll just get right to the point. This is a list of ideas for improving the game, why I think they should be implemented, and ways they could be implemented into the game Survival Limited Oxygen Production I understand that this is a common thought, but in my eyes even long term space travel would have some difficulty producing O2 out on other planets without some source to draw power or resources from, even in a high-level space age civilization. Therefore it might be more interesting to implement limits on oxygen production from the player's facilities, making things like O2 sources and the like even more valuable. Some examples: Oxygen won't recharge without power. Your levels will be maintained (or perhaps drain very slowly) but they won't increase until power is restored. This will encourage players to keep up some form of power and/or oxygen supply around at all times, as well as be more careful with air supply Filters protecting your O2 supply from dangerous gases and/or contamination. Kind of speaks for itself but the added threat of contaminated air would make filters much more important instead of something that seems a bit throwaway. Developing an O2 harvester. A consistent source of oxygen would be important on far away planets, and the larger the build the more important it would be to keep the whole thing full of oxygen. Thermal Conditions/Other Environmental Dangers Something that may be a bit extreme or unnecessary but the idea of adding in thermal conditions for high and/or low elevations would be interesting and force players to plan more carefully before collecting from those areas. That bit of titanium will seem a lot more foreboding atop a frigid cliff or on an island in the middle of a nearly volcanic cave. Other weather conditions affecting your site(s) would be interesting as well. Thunderstorms on Terran or Exotic planets shorting out power generators and such. Blizzards on Tundra planets creating sudden massive drops in temperature. Tornadoes on Arid planets that will pick up any resources not inside a building of some sort. Maintenance Probably either aesthetic or for difficulty, but the (possibly optional) requirement to use resources to keep equipment in tip-top shape seems like a bit of a no-brainer, as things like sandstorms would deal SOME kind of damage to your base while passing through. This also provides an excellent resource sink once you have things like the Fuel Generator and Trade Platform. Wear over time would be interesting and add a sort of life-expectancy to most anything the player uses. With the exception of the Habitat and/or Tethers probably. Damage from environmental and/or other sources would also add interesting challenge to the game, and force the player to adapt. Certain fragile pieces, like Solar Panels, Wind Vanes, and so on should at least need replacing from time to time after use. The need to upkeep a base would provide a minor personal attachment to bases on different planets. Research Difficulty/Choice/Evolution Again probably something redundant but it might provide more challenge, making certain research take more attempts or a more powerful research station to achieve. And attaching paths to different kinds of artifacts would encourage players to seek them all out. Certain things like the Habitat or the Winch might take more than one kind of artifact to suss out of the machine. A bigger research platform might allow for more powerful or larger research projects. Rappels Honestly this is slightly surprising it hasn't already been included. A rappel would make exploring cliffs or other structures more feasible. A rappel could be used like a Tether, but without giving you any O2. Rappels could be attached to the mouths of caves to make them easier to navigate, or to build bases on top of high cliffs. It would make it possible to modify crafts in space Construction Module Upgrades Being able to build bigger Printers, Solar Panels, Trade Platforms, and so on would be invaluable, especially if that allowed access to new features you couldn't get before. Upgraded Habitats could house additional players, gain slots, or even become full indoor buildings. Upgraded Research could take unwanted materials and convert them into something else, like an Artifact (at a very slow rate mind you), or allow higher level Research like other upgraded structures Upgraded Printers could build new attachments like Radars, Building Components, larger Batteries, O2 harvesters, and so on. Upgraded Smelters could smelt more at once, or synthesize low-level materials like Compound from unwanted items. Upgraded Vehicle Bays could build bigger ships and attachments. Upgraded Fuel Condensers could generate multiple tanks of fuel at once Upgraded Trade Platforms could allow you to send resources to other bases that have Radar. Internal Structures Probably not going to happen, but internal structures like full rooms and such would be a neat and welcome addition to the game, providing a nice end-game sink and offering something to give the player a way to really make a home out on those distant planets. Housing could allow players to pass time and do something end-game. Greenhouses could allow players to grow sources of Resin, O2, Organic, and so on. Landing Pads could provide a proper home for Shuttles and larger spacecraft. Labs could be evolved from Research modules for synthesizing new materials from old ones, or managing robotics of some kind. Foundries could be built from Smelters for creating compound materials like Steel Reactors could be used for the end-game heavy power and/or O2 consumption of internal structures. Radar/Beacon changes A radar would be an interesting way to allow players to pick up on the beacons of other players, and give access to Beacon signal changes Beacons could be altered to give different signals, letting you mark different points of interest (like a source of Compound or an unexplored cave and so on) Radar could allow you to modify the signal of your base Radar could also allow you to communicate and command robotics Holographic Molds A form of mold for your Deform Tool would be really helpful when building things like ramps or other specific structures It could help control how much and what you fill in or take out You could look at certain builds before you fill them in Complex formations would be much easier Spacecraft Something that would be very welcome and a rather nice heavy sink for resources is being able to build/launch objects in(to) space like Stations or other large craft. Bigger stations mean more resources but could be put into orbit around planets and let you do something in an empty environment. It could even provide a neat way to create a goal the player can pursue as well as a reason to collect O2 or build O2 generators. Best part? It would offer them a genuine challenge as the entire thing would require them to use copious amounts of fuel, planning, patience, and investment to obtain a livable area orbiting the planet. - Oh, and as a side note, mod support. Because this game would really benefit from mod support. A lot.
  8. Astroneer is a great game as it is but it is in it's alpha stage meaning there is lots for to add. One of my ideas is that Astroneer should contain more survival like essentials. Here are two of my ideas: 1. Food - I believe food should be an item in this game to make it more challenging but before creating a server there would be a difficulty option which change the amount of food you would need daily to survive. Food could be obtained from destroyed ships, killing plants, and from organics. On the hardest difficulty you would need five units of food each day. On medium you would need three each day. On easy you would only need to eat one. 2. Drinking Water- Just like food, water would add a more survival like aspect to the game. Changeing difficulty would also change the amount needed. Water could be abtained by filling a canister with soil then extracting a material, using the material extractor, leaving behind a canister with some fresh ground water. On a hard difficulty you would need to drink five units a day. On medium, three, and on easy you would need one.
  9. Add a various amount of different creatures to the game from which you can harvest food and resources from adding new survival elements to the game by needing to eat and drink also add farming to the mix giving that same outcome but to also grow certain resources so they never will run out maybe having some seeds only obtainable on some planets maybe some creature will attack your base so you'll need to add defensive weapons to protect the player and there base.
  10. @SES_joe I have some questions about the futur of this game about the survival features : will we have some kinda of food/water/oxygen to survive ? Because this is a survival game, and the first thing we need to survive is oxygen/food and water... Btw great game, continue the good work, I bought it day1 and I love how you are making this game. 5*
  11. How about a food update, Growing our own food. A new Green Meter right above oxygen (or elsewhere) showing hunger. Grow them in dome like pods that take up as much space as a Small Storage or maybe a bigger dome that takes up as much space as the Big Storage. And maybe a new food processing machine and a machine to create water out of certain materials for the plants. the domes can have small slots to put on water canisters. And readied food can be carried around in a container of some sort taking up one backpack slot or a bigger storage for trucks (maybe as big as the huge battery) .
  12. So I've been starting new games looking for a decent spawn zone i like and every now and then i get a power or o2 vein next to my base. Or nearby. Early game they are very valuable to have around. But ive found once i start getting materials and building things. I dont use them anymore. Basically my idea would be some sort of adapter that could be attached to em in which you could then place tethers to tap its supply. Or maybe a rover if they ever took unlimited o2 from them. My other idea would to be the same sort of adapter on the vein, with a kind of output tap(either a new vehicle or a base bulding) that would take the avaliable resources from the vein/s and put it on its storage sections avaliable. Much like how the smelter works but for vein mining. I think this would work wonders for additional emergency power needs when you cant generate power. Or when you want some extra o2 going out on an expedition. And at least for the power aspect. It's automated!!..but you could put a power button and requirment to use it if that would make players happy. ✌ It would also bring some life back to these veins that I..personally..dont find much use for in the mid/late game..unless of course im desperate and i happen to come across it on a walk about. Thoughts??
  13. I've put in about 30 hours of this early access since its first release, I've recently threw in about 6 hours to see the new updates. I've seen a handful of VLOGs and read through the trello road map, and I'm pretty excited about whats to come. My main question is, what exactly is the challenge when it comes to the game? There are some survival aspects but, its pretty easy to survive as of now, and there is little to no penalty for dying in game. If there game is based off puzzle and exploration, then we're in a pretty solid state with research and easter egg items. Which in this case just means exploring the planet as much as possible and checking every corner of every cave. Maybe winching some bigger space parts together unlocking more content. I understand that it may be both about Puzzles and Survival but what is the priority down the road for Astroneer?
  14. 1: Tranquillisers (for when hostile lifeforms arrive) When hostile plants and animals arrives it'd be nice to be able to develop some defence against it, however it'd be a shame if the game suddenly fell into the depths of a violent bloodbath, the goal after all is to explore the cosmos and discover new life, not end it... What I think would be a nice solution therefore, would be able to use some sort of tranquilliser or stun device similar to perhaps what a modern day park ranger may use to stop an animal causing any harm. It could however take any number of forms, it could be some sort of device reminiscent of a gun or some form of gas which is emitted to temporarily put the animal to sleep. 2: Hydroponics System (for when hunger is added...) Hydroponics is a rather efficient way to produce food, and it'd be quite a nice module for farming to use. I'd love to drive along the cucumber delivery truck across the surface of Kepler 68B. It's perhaps the most simple of the suggestions. It'd be quite nice to be able to gather vegetation from the surface of the planet to be able to grow in hydroponics as well, it'd add the interesting challenge of finding the most nutritious vegetable on the planet and make vegetation a bit more then just decoration. It might also add a bit more motivation to actually explore 3: Genetics Related Stuff Astroneer is set a bit in the future, so it seems pretty reasonable to assume science in the field of genetics would've improved. It'd be nice to be able to see which family each species of plant or animal ends up in if a wide array of them are added. Tied in with suggestion 2, it'd be quite nice to be able to use a lab module or such to cross breed plants to create ones which are better at producing food, or perhaps achieving the same in an incredibly simplified genetic modification interface... 4: Natural Resources Related Stuff Essentially, a bit more development with natural resources. This could be in quite a few forms, it could be the ability to discover deep oil reserves in the planet via a scanner to be able to use for producing some things out of plastic. Alternatively it could be a very basic little wind system, so that wind turbines are better in some places which would experience wind. I'd then feel motivation to really think about where I setup my additional bases. 5: Mapping System This has undoubtedly been suggested numerous times on this forum in varying ways, but I felt like bringing my view on it to this post too. It'd be nice to have a very basic mapping system, perhaps via a little attachment to your backpack / vehicle which scans the surrounding area. You could open it up, and via colouring would show you the height of the terrain, it'd show your base camp if you have it via a little graphic. You could put on a few various styles of marker onto the map, and it'd show where you are and which way your facing (as well as perhaps where your teammates are?). Then, via some buttons you could turn on/off a few different extra features like a modern GIS map would use. You could then display any discovered energy or oxygen resource fields which haven't been depleted and any recharging oxygen or energy points. The map then may end up looking something a bit like the image below... 6: Water/Liquids This is the general suggestion, and simply put, I'd love to be able to see oceans and rivers across the planets, be it methane ones or our precious dihydrogen monoxide. It'd be lovely to watch the winged pluto cows grazing next to a rushing stream. It'd just add a bit more of an interesting atmosphere.