ASTRONEER

ASTRONEER

View Stats:
Arch Jul 30, 2018 @ 6:02am
Bases: Beyond Platforms
I've played the game a bunch, and really like it. The changes the devs are making continue to improve the game. But I've been thinking about what will/would keep me coming back to the game -- I've researched everything a couple times, collected bunches of all the minerals (I think), tunneled to the core, made underground roadways, made bases with all types of machines on multiple planets, etc. So what now? Have I "finished" the game?

I had some thoughts what would essentially make this game playable indefinitely, especially for someone like me who likes to build stuff in a sandbox. I can't speak to the difficulty of implementing something like this, but here is the idea....

I'd like to be able to build a base/city that goes beyond just connecting machines/plaforms. I'd like to make custom buildings. Once I can do this, the game is playable indefinitely because the only limit to what I can make is my imagination.

I imagine to start out, there would be two types of square tiles: walls and ceilings/floors. They would route air/power and have variants that have connectors to attach things on their surfaces. They could be connected to each other at their edges either straight (to make longer tiles) or at right angles (to make corners). Where the ends/edges/corners come together would automatically be filled in to make things look good. Sand storms, stalagmites, dust, plants, etc. would not ber able to cross these tiles, so once you build a structure it can serve as an area of protection. And depositing terrain wouldn't cross them either, so you can easily bury a structure without getting any terrain inside it.

With this capability, the only limits to what I can create are my imagination (and of course the practical limit of what the program can effectively manage). Eventually, there can be different, specialized, structure components to add variety (for example, triangle-shaped tiles so connections can be at 30/45/60-degree angles, etc.).

I think with something like this, playability can go on indefinitely, and that would open the possibility of in-game purchases (for tile skins, cosmetic/convenience items), coop would have an entirely new dimension, etc.
< >
Showing 1-10 of 10 comments
vindicar Jul 30, 2018 @ 2:55pm 
I think this has been suggested before. IIRC, devs don't want to make Astroneer too similar to Minecraft/Space Engineers, which your suggestion borrows from.
Arch Jul 30, 2018 @ 4:48pm 
Originally posted by vindicar:
I think this has been suggested before. IIRC, devs don't want to make Astroneer too similar to Minecraft/Space Engineers, which your suggestion borrows from.
Ah. I didn't realize it's been suggested before (I've never played MC or SE, in fact). As long as there's something that provides for long-term replayability that isn't just repeating the same thing over and over, it really wouldn't matter to me if it had to do with base development or was something else entirely.
pazartesi_gorusuruz Jul 31, 2018 @ 12:04am 
It would be a good addition imo but it's very unlikely they will implement such a thing. Because it's not even on their roadmap and I have doubts about them fulfilling everything actually on the roadmap down the line. So by things still being cut out, custom building will probably not be a thing. Sad really.
vindicar Jul 31, 2018 @ 1:22am 
Originally posted by Archranis:
Ah. I didn't realize it's been suggested before (I've never played MC or SE, in fact). As long as there's something that provides for long-term replayability that isn't just repeating the same thing over and over, it really wouldn't matter to me if it had to do with base development or was something else entirely.
Well, that's a point I agree with. They need to add something that would let players be creative. Terrain tools is too rough an instrument for that.
Buddha Jul 31, 2018 @ 3:43am 
For all the effort one goes into to enable construction, there is very little actual technical or creative construction that can be done. This is one reason people get bored after a dozen or so hours.
Fundayz Jul 31, 2018 @ 11:14am 
Originally posted by vindicar:
I think this has been suggested before. IIRC, devs don't want to make Astroneer too similar to Minecraft/Space Engineers, which your suggestion borrows from.

Not really. Modular building is not unique to minecraft or space engineers.

Tons of games, including the latest Neverwinter Nights, give players modular assets to make their own creations.

Astroneer would benefit a LOT from modular basebuilding.
Patch Jul 31, 2018 @ 4:08pm 
Originally posted by Archranis:
I've played the game a bunch, and really like it. The changes the devs are making continue to improve the game. But I've been thinking about what will/would keep me coming back to the game -- I've researched everything a couple times, collected bunches of all the minerals (I think), tunneled to the core, made underground roadways, made bases with all types of machines on multiple planets, etc. So what now? Have I "finished" the game?

I had some thoughts what would essentially make this game playable indefinitely, especially for someone like me who likes to build stuff in a sandbox. I can't speak to the difficulty of implementing something like this, but here is the idea....

I'd like to be able to build a base/city that goes beyond just connecting machines/plaforms. I'd like to make custom buildings. Once I can do this, the game is playable indefinitely because the only limit to what I can make is my imagination.

I imagine to start out, there would be two types of square tiles: walls and ceilings/floors. They would route air/power and have variants that have connectors to attach things on their surfaces. They could be connected to each other at their edges either straight (to make longer tiles) or at right angles (to make corners). Where the ends/edges/corners come together would automatically be filled in to make things look good. Sand storms, stalagmites, dust, plants, etc. would not ber able to cross these tiles, so once you build a structure it can serve as an area of protection. And depositing terrain wouldn't cross them either, so you can easily bury a structure without getting any terrain inside it.

With this capability, the only limits to what I can create are my imagination (and of course the practical limit of what the program can effectively manage). Eventually, there can be different, specialized, structure components to add variety (for example, triangle-shaped tiles so connections can be at 30/45/60-degree angles, etc.).

I think with something like this, playability can go on indefinitely, and that would open the possibility of in-game purchases (for tile skins, cosmetic/convenience items), coop would have an entirely new dimension, etc.
or a similar scheme to stationeers, put wiring, plumbing, modules, etc, then cover it all up, or not, with fancy walls. That leaves building entirely open to ones imagination.
Arch Jul 31, 2018 @ 4:24pm 
Originally posted by Patch:
or a similar scheme to stationeers, put wiring, plumbing, modules, etc, then cover it all up, or not, with fancy walls. That leaves building entirely open to ones imagination.
I also have Stationeers and have played it a bunch. I wouldn't like to see Astroneer give up its "casual" approach for the plethroa of micro-detail that Stationeers requires. I think the level of detail in Astroneers is perfect -- I'd just like to see something in Astroneers that keeps me coming back for more -- I've played about 175 hours, and have pretty much done everything (I can think of) multiple times. So I'm hoping to see capabilites that are only bounded by my imagination of what I can create in the sandbox.
Enorats Jul 31, 2018 @ 8:05pm 
Originally posted by Daddy:
For all the effort one goes into to enable construction, there is very little actual technical or creative construction that can be done. This is one reason people get bored after a dozen or so hours.

This. It's the single biggest issue with Astroneer. It's entirely too simple and lacks any tools or systems that allow for any degree of creativity on the part of the player.

Space Engineers allows for extreme levels of creativity when building ships, and also requires a great degree of innovative thought to create effective designs. Routing conveyor systems through your vessel, protecting important systems, balancing mass and thrust - it's all at least a little challenging.

Kerbal Space Program is similar, but far more technical. Tons of design and challenge to be had here, and the sky really isn't the limit.

Stationeers is another game quite similar to Astroneer. Thing is though, this one is technical on a level nearly rivaling KSP and even more so in some respects. Creating working power systems, automated systems, and generally having so much as a breathable atmosphere is a serious challenge that feels like a real accomplishment when completed.

Astroneer.. doesn't have any of that. I walk around, suck things up, then make them into other things. Quite quickly I run out of things to make, and then that's pretty much that. It just doesn't have the tools required to really allow a player to express their creativity or properly challenge a player on a technical level.
Originally posted by Enorats:
Stationeers is another game quite similar to Astroneer. Thing is though, this one is technical on a level nearly rivaling KSP and even more so in some respects. Creating working power systems, automated systems, and generally having so much as a breathable atmosphere is a serious challenge that feels like a real accomplishment when completed.

Astroneer.. doesn't have any of that. I walk around, suck things up, then make them into other things. Quite quickly I run out of things to make, and then that's pretty much that. It just doesn't have the tools required to really allow a player to express their creativity or properly challenge a player on a technical level.
I think KSP is way simpler and more enjoyable than Stationeers. I strictly regret buying Stationeers for I simply cannot make a basic airlock or an oxygenated room, an automatic solar tracking with logic boards etc. No matter how many videos I watch and guides I read.

Astroneer on the other hand is exactly on the opposite end of the spectrum. You explained it perfectly, just suck things up build a tiny number of platforms and modules that don't really affect the game in any way. Then suddenly get bored and exit to desktop. If you ask the team however, I mean we can't but when you look at their videos, they will on occasion indirectly defend the content in the game by saying players can build anything they want... out of soil. Dude seriously? I mean I watched some cool videos on youtube of people building massive ramps to that orbiting station near terran (the one in the menu that you launch from), I 've seen people set up actual base platforms near that satellite in the sky, I've seen people build ramps and try launching into the moon (and they did), it's all amazing for 5 minutes but it doesn't give any value to the game really. I really dislike that System Era hides behind this simple soil mechanic. It's an illusion for massive creativity because it gets boring fast.

Sure I can build a statue of Abe Lincoln or something but why? You can't just pack up the game and ready to go because you got the soil mechanic. The content in this game needs to be tripled and quadrupled.

It's always the same for me with every cycle: Haven't played Astroneer in a while> urge to play> start playing> initial tech tree climbing is very fun> made first base> what now?> bored, exit to desktop. And yeah I kill 3-4 hours while I do this and that racks up to 150 hours in the long term, but that doesn't justify the game's quality, it only justifies play time. Is SE aiming for quality or playtime?
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Jul 30, 2018 @ 6:02am
Posts: 10