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Thanks I was hoping more would answer and start talking/
I really like the idea of adding more hazards. Micrometeorite storms seem like a cool concept.
The problem with any enviromental hazzard though is this
"In other words it is just another thing to put onto a routine check list"
All hazards will have workarounds, so it will ultimatly come down to implementing workaround, then you are just breaking up the "routine" of what you are doing to run for cover/refil o2/hide darkside roid whatever. They all go the same way. People think they are cool at first, then they get repetatvie, then they get bored
Secondly, enviromental hazards should create interesting and unique engineering problems. For example some kind of hazard that would temporarily decrease the efficiency of solar panels (just an example, not sure what would cause a sudden drop of solar irradiance). You would have to take this into account when calculating how many batteries you would require.
Yeah meteors I'd like to range between 4 times a day, to max 1 an hour.
On the less sunlight... problem with this (As with most hazards) is you just overengineer, make 2x the panels (or 3 etc) or 2x the bateries... or just go Reactors, hazards always go the same way.... solution then everyone gets bored of them.
But like I said, that was only an example to demonstrate what I mean. Pure damage-inflicting hazards are boring.
Thanks. I seen more people wanting a challenge from survivial and I have my doubts that AI will fix it if they get it working.
That is the nature of random event base games. They just happen. I still say in minecraft fight a creeper in water near lava is different that fighting a creeper when there are mobs around it. It not one hazards that works but a number that combinds that creates new problems.
What if there is also something like solar flares that can mess with your controls and the more solar panels you have facing the sun that more likely that it will happen. So pick less power during the drop or a greater risk from solar flare.
The most important I think it hazards system is to make it a rock paper scissor system.
For example:
small ships lose to Micrometeorite stroms
large ships beat Micrometeorite storms
large ships lose to place holder 1
. . .
After more than 700 hours in game I can count on my fingers the number of solar powered things I've made.... because Ur isn't particulary scarce or onerous to process as long as you have dedicated refineries for it. I'll find a roid to start by that has a big deposit even if I have to travel a long way for other stuff, lots of other people do the same... it's a cool "hazard" don't get me wrong, but would have minimal impact, and if it only needed 1 extra battery and a programable block to get around anyway? Script would be on WS in no time and 1 battery hardly costs the earth, so it wouldn't really add any difficutly to those making solar stuff anyway IMO.
Now if it cycled with somthing like a massive burst of activity that could overload your panels so you had to engineer both ways.... that would make it more intersting IMO.... but it always comes down to the same thing... once a solution is found everyone adopts it and its no longer a challange.
Take meteors.... yes they are OP... but.... you can build small and hide on the dark side of a roid... not hard you just have to give up solar power (not a big loss IMO) and they'll never bother you unless you build too big.
But what if they reduced the frequency but you could have them comming from anywhere?
That would be much more interesting IMO
I guess then we'd just all dig into an asteroid and make the base inside. Not too difficult.
pretty much my point exactly.... we can hide better... providing you can find a roid big enough lol..... so what we'd need is something to stop you wanting to do this, or at least a danger for inside roids so you have to make a choice of which "limitation" you want to play with... and that is all you are really doing, picking a limiation