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You missed my point..
My point is they all LOOK the same.. just a different color pallete on them.. White color overlay for snow, red for desert planet, red again for "fire storms".. It's all the exact same.. (Hell the clouds don't even change..)
1b) Some abandon systems should be systems once controlled by one of the extinct races-lore mentions sentinels destroy entire races and the First Spawn probably destroyed a few was well . They would have their one architecture style, language, and tragic tale of how they died told via Plaques & Ruins.
2) “Cities” are a hot button for some, best avoid that term. I think a better solution would be to rework small settlements and trade post (see next post). Density of Points of interest is already a planetary variable, but it is not visible to the player.
3 & 4) more variety is good, but this will require a re-roll
5) Your arguing semantics, each biome has several different types of storms, but they are basically flavor text.
6) Maybe in survival mode. A lot of players will not like this.
7) Manufacturing and command centers are controlled by the sentinels; they are what is left of the old cities. Maybe more ruins, but hard NO on “moral decisions”
8) In theory an interesting idea, in practice a lot of development time for little benefit.
9) The freighter tech for summoning exo-craft already solves the “building a pad on every planet problem”
I would like to see small settlements reworked and trade platforms replaced with “large settlements”.
Small settlements would keep the current trade building, but the abandon “trailers” would be replace by 2 to 4 “houses” and NPC randomly moving between them. There would also be one of the following resources; fenced in area with plants, pen with animals, or mineral/gas extract. Players would not be able to directly interact with the resource location, but by interacting with one of the NPC would be given a list of barter options.
Animal pens would have 4-5 animals from a species less than 3 meters tall that native to the planet, players cannot shoot or feed them, but can scan them. Players can barter for the animal product (milk, eggs, ect) produced by that species. Planet areas could have 10-15 of any food plant native to the planet, or the biome specific plant, or oxygen/sodium plant.
Settlements with food related resource areas will want to barter minerals and trade goods for the food items they produce. Settlements that produce minerals or farming products will barter for advanced food items and trade goods. The more times you barter with the settlement the less favorable the exchange will be.
Large settlements would be centered on a modified trade platform and industrial building and have 4 to 6 houses with NPCs. Here you will be able to exchange a set combination of resources for certain type trade good. There will be a limited to the number of goods you can exchange for per day. Both will have trade terminals with a supply of basic items. The other NPC interactions that you can have at these locations would still exist.
The houses would be a little larger than the base building square room, for each race there would be a few base models each with several color schemes and randomly decorations. They would all have locked doors and no rendered interior (Do you go snooping around other people’s houses?)
The overall objective would settlements a sense of purpose and sense that people actually live and work here.
-Better combat system. More action, gun fights and maybe classes.
-Complex cave systems. (Update similar to the underwater one?)
-Dangerous wildlife and plants.
-More horror sections, like exploring inside of crashed freighters.
-Bioengineering(?) fauna and flora. Let us play with the assets.
-Starships with co pilot seats. One fly and uses a secondary gun and a buddy have the main gun and navigation, scan, something cool to do all the time.
-Build/Recolor ships? Not sure about this one because I enjoy how the community exchange coordinates. Maybe bind a creation to the system it was created?
-Variety, variety and variety seems the most important.
I will think more about this
Cheers!
I'd also like to see volcanic or molten worlds. Places where the ocean might be molten death. I think having meteor showers and hail is a good idea too. Basically not only might the storms lower /heat up temperatures but they could also do light damage to your shields unless you're in an exo-vehicle.
Over all though I don't think we'll get too many graphical overhauls or massive changes to the Random generator regarding planets. That sort of thing could force people to restart their games. And HG has stated they will no longer do anything that would force a universe reset.
That said to the OP there are a lot of uninhabited systems. Most of them aren't yellow stars though. You have to go to red / green / blue stars to consistently find uninhabited or abandoned systems. In Euclid yellow stars dominate.... but in the other universes, not so much. So technically this request already exists in the game.
That's fair enough.
Since having this game from literally day 1 of release, I've actually only finished the game (got to the center of the galaxy and reset everything to a different galaxy) only once..
The reason being is I keep restarting for various reasons, but ultimately comes down too how shallow and boring mid/late game get as there's nothing to do, and the early game is the most fun and exciting (Where you feel like a real explorer with challenges).