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However, it is possible to paint yourself in to a corner by doing so, since - if you somehow lose the material required for the basic items like a medbay and refinery - you can end up in a no-way-out situation.
I've taken a look on the workshop and found a couple of entries on "survival start", like this one:
https://steamcommunity.com/sharedfiles/filedetails/?id=889816413
Take a look around if you find anything more useful :)
Now I have not done something like this before myself always used other peoples. Thing is in creative it is easy to set all this up then switch the save to survival and enjoy. Perhaps this will give you a few ideas to set your own start up so you are not restricted or bored. There is also a mod that will allow the Refinery and Assembler on small grid. Could even create a rover with bare needs and move from there. More AI mods you add the tougher it will be. Currently plan to use all the AI mods that add anything to planets.
I did also debate doing some sort of Mobile Base (Rover) start - Splitsie did something similar in one of his series. Looked quite fun. The spin I thought about putting on that one was the broken down mobile base that needed some restoring before it'd be fully operational again.
I'll continue to ponder idea :)
Scoob.
Would be nice if Keen would set something up for survival as the Easy start is too easy you have nothing to work towards as all you need is right there ready to go. I guess if you are completely new to survival or do not have the hours I do in this game it could be fun but for me Easy start begins with everything needed to survive forever. More so because all the resources you need are right there too.
I toyed around with the idea for a few days but in the end I abandoned it. Because of the lack of tiered blocks and the necessity of practically all production blocks in order to make anything this just isn't a practical way to play the game.
This has been the problem with Survival gameplay since its introduction. Once you have the ability to produce a single component you already have the ability to produce all the components necessary to produce a fleet of super dreadnaughts. All that is required is raw materials.
But I think the biggest problem with a minimal start like you describe is there is no excitement with the gathering process. In other games where you must do this, you never know what new thing you will discover in that next box. It might be something that totally changes how you will continue to play.
But in SE you don't get that same thrill of "what's in that box?" That's because its just going to be some of those same components you've seen before. And unless it contains the 1200 steel plates you've been trying to collect for the past dozen hours so that you can finally build that refinery and get your game moving along there really isn't any excitement in running down all those Cargo Drops.
Wolves are a bit of a problem in my games - another mod - so I had to set up turrets on the lander to protect me while I scavenged. It was quite a fun start but, as you say, it still boiled down to mining then crafting what I needed using what was already available in the lander.
I'm not quite sure how this could be balanced out, different tech levels of Refinery (& Arc Furnace) as well as Assembler, lower-tiers only able to refine / craft basic items, with higher tiers needing more exotic materials to craft (perhaps) but in turn able to build more advanced components.
It looks like there still will be some sort of survival type update in the future, so perhaps tech will be tiered in that, so the game progress is a little different.
I think the game would benefit from more hand-crafted scenarios, as long s the path isn't too linear. I.e. there's a "story" of sorts, but the player is guided through making a basic base, for example, but there's lots of freedom how they do this. Same for any vessels etc.
I did give the campaign, such as it is, a go and liked it. But it feels like it's on rails and is over far too soon. I feel it needed a slower pace and, considering it can be a sort of tutorial, tasks such as finding and mining ore. It was quite fun though, but I'm not sure how much I learnt from it as a new player but playing it again after learning stuff made more sense.
I really should try some of the scenario type mods, such as the Escape from Mars one. I've heard about it, but don't really know much about it. However, I wonder how well it plays with my other - now must haves - mods.
Got to say, I have been enjoying the modded planet start that's my main game currently. It's basically lone survivor, but the base in on the planet and you have far less stuff to start with. It's been a long slog - but enjoyable - to build up to where I am now. Lots of (design) mistakes made and lessons learnt, that's part of the reason why a fresh start is appealing, I can do things better this time :)
Scoob.
Most of the scenarios I have found start you out with way too much to work with. There is a mod out there I found last night that tiers off the tech but even it sounds sort of lame. Mostly have to wait and see what Keen does. Modders will likely make bigger mods after the game is out of EA and major changes no longer happen.
https://steamcommunity.com/sharedfiles/filedetails/?id=1459289539
"With a bit of imagination = We can do all we want as new easy start or hard start."
That is what I like in this game, the possibility of creating the Start I want and if I'm not good at creating >> I will use the Workshop.
But that is the reason Why I bought SE => to do all want
New scenarios/missions are always welcome on the Workshop and very kind to share with the community, so if you are able to create a new scenario or easy start or mission = GO FOR IT!
EDIT
The game is open to all and at large = huge possibilities!
And I don't think the Devs will add worlds with all the job already done, the easy starts "Premade" worlds are there only to show us what can be done.
I go into creative and make a "Survival Kit" small cargo container with the minimal equipment and blueprint it. Then start a star system map (or any other map, using space master to remove grids I don't want), then use space master mode to spawn in the survival kit, exit space master, and build in survivor mode.
Scoob.
Do those give enough resource to get going without spending 10 real life days doing it? LOL. I love a challenge but tedious things get boring fast. Also my worlds always have AI in them in large numbers so......LOL.