Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
cool to know!
I hope you crank it up to 10! I really want to see people using those distress calls. If you get the difficulty just right, finding a living player should be the way to survival, not death! You should enforce the idea that cooperating is better than killing, fighting should have a real reason behind it, not just because it's fun!
I totally agree, the gameplay needs to be centered around distress beacons for the game to be entertaining or it will become boring playing only by your self.
Shouldn't be:
Replace U
then replace V
then replace W
then replace X
then replace Y
then replace Z
etc.
(kinda boring, no?)
Instead:
U fails, (maybe cooling? which might cause you to boil alive)
which causes W and X to fail after a time of not being fixed, (maybe power, from burning out? which might start a fire, burning you alive)
which cause Y and Z to fail after not being fixed. (Life support? leading to slow death)
You have a far lower faliure rate over all, but it leads to BIG EXITING EMRGENCIES! ;)
So you're rushing to get things fixed every now and then instead of just 'Oh, i need to replace that now when I have time'.
The quality of a part should indicate it's risk of faliure, so green never fails, orange fails rarely and red is super likely. That way you could have them degrade about as fast as they do at the moment but it would still lead to exiting situations.