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Technically, what you want is doable. Using the same generated world, select 3 of the names of your colonists, add them to the names for the game to search and start a new city. It gives the illusion of using former colonists to start a new settlement.
We should not forget hat this game has been made by a single passionate person :)
Be glad the game even has a defined ending.Thats not exactly a staple in these games.
Salty for some reason? We are looking at a really solid game even in its alpha, easily comparable to Prison Architect in their alpha state, as I am sure it will do just as well as that one. Having dumped over 200 hours in this game, I really don't see the problem with multiple defined goals, mainly because you are given a sandbox-type of game in which you are free to devise your own goals. For example, I challenged myself to build the biggest possible base. Then to keep as few colonists as possible and try to survive as long as possible as the enemy raids got bigger and bigger. Or one time I decided to build an Enterprise-shaped base instead of the predefined ship (very much the same way Blitzkriegsler does it in his current youtube series, but not on that massive of a scale), and so on and so forth.
Watch some youtube videos. If you dislike what you see, just don't buy it. Easy as that.
As such, the game is far from devoid of options.
Sid Meiers had the right idea in the later version of Civilization where a number of different victory conditions could be elected.
I personally started that game with all the victory conditions allowed and then eliminated them as I got more skilled. It may the replayability all that much better.
I would imagine these will be in before the final release. This is still alpha, after all.
True that should always be taken with a grain of salt, because I get the gut feeling from what I've seen that the timing is off, and every one of the AI storytellers (save the random one of course) follow a not only predictable pattern, but a fixed one.
Not trash-talking the game, just making observations. Like if escape is the ultimate goal, wouldn't it be easier to htich-hike on a passing ship?
A lot of LPers go for Cass Classic, and I noticed it tends to go Mad animal, first rade, cargo pod, or crash debris, second raid it seems very predictable, but I imagine it'll get worked on the more things you can actually do.
You have to escape because as your colony increases in size and wealth, it becomes harder to impossible to defend your colony from raiders. Thus in order to "win" you have to escape. Yes the escape option does appear to be tacked on, but the alternative is being killed, rap3d, and then skinned (preferably in that order; :p if you get the reference).
That is true, you can predict what is going to happen, but that in no way makes it easy to deal with. Many of the LPers (like Blitz, Quill, EE, etc.) have even more hours in the game like than I do and they still get surprised by some events. You can be sure it is going to happen to you too.
And there's "Holy crap! Oh God Why!" Lke some poor bastard unleashing ancient horrors because the building right next to his landing site would have made quick indoor storage.
They're not the same thing. Being surprised by bad luck is no the same thing as being surprised by what the game has to ffer in terms of content.