HELLION

HELLION

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Fuub Mar 2, 2017 @ 1:41pm
surviving needs to be a challenge....
..or else the only gameplay is building bases that dont have any function because you can survive in the lifepod already...

what is the purpose to leave the lifepod with the ship, everything is already working 100% forever..


maybe the lifepod should start without air or something
Last edited by Fuub; Mar 2, 2017 @ 1:42pm
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Showing 1-11 of 11 comments
Zothen Mar 2, 2017 @ 1:48pm 
*facedesk* kids these days....
manwithfunnyplan Mar 2, 2017 @ 1:49pm 
We will set real "survival" parameters in the next few patches. We wanted to give you, as our first players, time to learn basics, adapt and feel the atmosphere without thinking too much about systems and resources.
-Drake Mar 2, 2017 @ 2:04pm 
I like your systems and resources, IF YOU KNOW WHAT I MEAN.. ;) *wink* *wink* *nudge* *nudge*
Ganzo Mar 2, 2017 @ 2:14pm 
No mouse pointer on Airlock or Cargo screens, please fix, unplayable atm
Mikeleid Mar 2, 2017 @ 3:38pm 
Originally posted by manwithfunnyplan:
We will set real "survival" parameters in the next few patches. We wanted to give you, as our first players, time to learn basics, adapt and feel the atmosphere without thinking too much about systems and resources.
Might want to tink abuth adding some working controler like stick or gamecontroler also
Fuub Mar 2, 2017 @ 3:46pm 
Originally posted by manwithfunnyplan:
We will set real "survival" parameters in the next few patches. We wanted to give you, as our first players, time to learn basics, adapt and feel the atmosphere without thinking too much about systems and resources.


cool to know!
Originally posted by manwithfunnyplan:
We will set real "survival" parameters in the next few patches. We wanted to give you, as our first players, time to learn basics, adapt and feel the atmosphere without thinking too much about systems and resources.

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!
Fuub Mar 3, 2017 @ 2:28am 
Originally posted by Kregoth:
Originally posted by manwithfunnyplan:
We will set real "survival" parameters in the next few patches. We wanted to give you, as our first players, time to learn basics, adapt and feel the atmosphere without thinking too much about systems and resources.

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.
Naiba Mar 3, 2017 @ 2:56am 
Cascade faliures would be a good way towards this.

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.
Last edited by Naiba; Mar 3, 2017 @ 2:59am
A🅷🅷🅽 Mar 3, 2017 @ 3:57am 
Originally posted by Ganzo:
No mouse pointer on Airlock or Cargo screens, please fix, unplayable atm
Reset you control scheme to default, restart game and try again thats what fixed it for me
Extectic Mar 3, 2017 @ 10:19am 
Yeah, the survival parameters now seem to be "you get nothing but this suit and empty parts bins and almost no FTL fuel. Good luck." So now we'll get murdered by bugs as well as run out of air and fuel. I'm sure this is fun. Somehow. Right?
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Date Posted: Mar 2, 2017 @ 1:41pm
Posts: 11