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Also residents living twice as long maybe? I feel like I'm constantly making sure embryos are cookin' so that one day I don't have only 3 residents that can work.
I absolutly enjoyed playing the game. However I would like to recommend the following if they haven't been suggested allready.
1.) An enemy that will dig up through the diffrent floors that are empty and have the diffculty of those be diffrent depending on the floor type that was destroyed.
2.) An enemy that can break either the walls or doors.
3.) An enemy that will dig "Horizontaly" through the dirt without destroying it.
4.) Rodents that will go after the food stores.
5.) In order to balance the increase in threats maybe the scientist with infirmary can heal any injured person.
I am pretty sure that there are other things that can be done but this is what I came up with.
Thank you for an enjoyable game.
Different modes:
- Sandbox mode
- Challenge mode (Reach goal X within X cycles)
- Horde/TD mode
More in-depth combat:
- Turrets
- Weapons
- Heavier opponents (as time passes)
- Enemies can breach through walls and doors
- Lockable doors/fortified walls
Resource gathering:
- Renewable ore/building materials
- Having the recycler produce materials
- 3D printer (Could have only energy as input or bio-matter like food)
- Cave wall drops ore (higher tier drops more?)
- Alternatively have veins of ore randomly distributed through out the walls.
UI/Sound:
- The event notification sound is a bit maddening after a long playthrough
Citizens:
- Automatic breeding (Loops the incubator, possibly as upgrade)
- Longer livespan (Option when starting new game?)
- Shorter youth (Option when starting new game?)
If anything else comes to mind I'll post it here.
- Missions ...
-- Why do we start with a half built bunker? Didn't the nukes just drop? How about a cave, some food, a few friends and some basic tools?
-- Build the most efficient or biggest bunker in shortest time. (come up with some sort of scoring)
-- Support the largest/smallest population (efficiently)
-- Have the most/fewest deaths in a certain number of cycles.
-- Don't the molemen have a lair someplace? Why can't we find it and eliminate, harvest, or domesticate them to serve our needs?
- Disasters ...
-- Have sections of the bunker completely cave in (especially if you build the rooms too big with no supports).
-- Poison gas or some other reason to build segmentable structures or reasons to evacuate an entire level. Radiation leaks from the reactors, etc.
-- I like the idea of having a resident or two go nuts from time to time as well. Hunt them down and take them out.
- Technology development paths (more variation desired)
-- Recycling: Where do all the bodies go? Soylent Green (I vote yes if there is room in the fridge)? Perhaps we need a subterranean landfill for bodies, rotten food, spent fuel rods from the reactors, etc. You can use the landfill until you develop the technology to recycle the parts into building materials.
-- Air management: Perhaps start with air filters (from outside air) before you progress to the cheap and easy O2 generators. When a system breaks down, don't deplete (or restore) the O2 level so fast. Give us some time to fix the issue and/or suffer the consequences.
-- Power sources: Oil, natural gas/methane (from the landfill), nuclear, geo-thermal. How about some other reasons to mine than just for ore pockets and a one-size-fits-all building material?
- Design
-- Why can I put my ore harvester, building material generator, and nuclear reactor right next to a bunk bed without penalty? If you put your dining table in between the showers and the toilets, that makes for efficient pathing but who would want to eat dinner in the bathroom? Perhaps add some sort of aesthetic score into the various rooms.
-- Why can't I restrict some areas from the walk paths of residents (particularly the children) or force some to only walk a certain path (particularly the elderly)?
-- Can we have a few more ways to cull the population of elderly? (eg. set their sofa right next to the moleman generator and force them to take a break, don't let them all live to 16, put them into the meatloaf) (Go ahead and have it affect the happiness score if it makes you feel better...)
Thanks ... looking forward to the next patch before I fire up the incubators again.
neither discussed here, nor in your list:
personally, i'd like to have a more "interactive" transition from "story"play (survive 50 cycles) to endless-mode (continue playing after you survived 50 cycles). maybe after the 50 cycles are over you become able to send out some of your people and sometimes they bring a random amount (between 5 and 25) of building materials and sometimes they die (killed by bandits or mutated animals or whatever). or maybe they can even just choose to not come back to the bunker because they like it better outside with fresh air and nature and all that stuff.
however as that might be overly complicated, this is not neccessary. you could also just add some researches that indicate interaction with the outside-world and are only availabe after you have completed 50 cycles. and maybe the production of building materials in the recycler (that i'm talking about next) could be one of them.
in your list:
so, as it was already listed, the recycler should definitaly produce building materials as well. Right now i end up building mainly on just the first level and using the levels 2 - 4 solely for mining. I think it would be much better if i was actually able to build in those areas as well. For example, in my latest savegame i don't have anything build on the second level except a reactor, waterpump, oxygen recycler and mines and i already had to start going down to the third level because i'm out of resources again and i can't continue building my bunker. and once i have depleted all the ore-mines, i'll just have to sit in an almost finished bunker which is a rather unsatisfying feeling.
however, as the recycler costs just 250 building material which is not really that much, it would be overpowered to have the recycler produce building materials right from the start. i would prefer it to be a research, and not just any research but an extremely expensive one. maybe something like 500 or 1000 research points for that. at first that number seems pretty big, especially when compared to all the other researches (i believe the most expensive one is the large reactor which costs 80) but when you think about it, it's not really that much.
after about 100 to 150 cycles i usually end up with 1000 to 2000 research points and i keep getting more even though i just have one single research station and i always select at least one profession for every baby that's being "cooked" in the incubator.
the expensive research is recommended because i still do need a recycler very early to not continuously have to build and destroy waste containers in order to keep trash levels down.
however this could also be done with the method i described above. it is still a normal research with normal cost but it's only available after you have completed the 50 cycles.
another thing that was listed were the destructible walls. what exactly does that mean? will you add a new type of wall that's cheaper but can be destroyed by molemen? or will you pick up the idea of someone else here who said that molemen should be able to dig through/destroy dirt"blocks" to get into your base? i like both ideas, i'm just curious about what the destructable walls will be.
the empty-storage button would be extremely helpful, i'd really like it. that way i wouldn't have to wait until the storage is completely emptied before i can remove it.
i'm personally not really that much of a fan of defensive objects, it would just seem weird. i'm in a bunker, underground. what kind of defensive objects would i ever need to build, except maybe one or two turrets outside at the entrence (where i would never see them during the entire game). i mean, i can't magically know that i need to bring blueprints for defense turrets because some time in the future after a comet hit, i'll be in a bunker that gets attacked by mutated molemen. maybe they could be researched but, as i said, personally not much of a fan. there are already many games with very detailed and in-depth warfare/combat-mechanics. i like this game because it's one of the few that focuses on something other than what to kill next and how to kill it.
not in your list but discussed/mentioned here:
i really like the idea of a clean start. for me it was always a lot of work (and a pretty huge waste of resources, especially in the beginning) to always have to build the most basic things outside of the bunker while scrapping down the starting bunker to make room for what i wanted to be there. of course it's not the most realistic approach to just start with nothing because you'd think if people are out there and survived an apocalyptic comet impact they'd already be in some sort of bunker. however, in the way i imagine it, it could still be realistic.
you start in a bunker pre-construction phase with no people and a certain amount of starting resources where you are basically just a bunker constructer who plans a small basic bunker to prepare for any catastrophic event that might happen. you have limited building options (only available structures are walls, floors, doors, storages, life support, incubators, lights and maybe beds). when you place a structure somewhere, it appears instantly, when you delete a structure it disappears instantly and without loss of resources (all the resources you spent on the deleted structure are immediately added back to your starting resources). when you're done you hit the "start" button. then you'll have what's left of your starting resources in your storage, the people arrive and the game begins.
however, this might be too much work to do. but, in my opinion, still worth a consideration.
some people here have mentioned that you should change the aging. namely making people become old enough for work faster and retire later. personally, i think this should not be done. it is perfectly fine as it is now, changing it might break it.
:-------------------------:
tip for those who constantly find themselves with people maturing too slowly and retiring too quickly:
at first, try to get to about 2 or 3 incubators and have them constantly pop out new babies with random professions. then, after you got the research station and you're done with all the researches (or at least the most important ones) try to get to 5 or at least 4 incubators. at that point you won't need a constant stream of babies anymore (unless you want your population to explode, causing famine and other horrible things) and you can wait until all children have reached maturity before starting to cook new ones. personally, i try to keep it at 3 builders, 6 engineers, 3 cooks, 6 farmers, 3 scientists. then i look at the profession tab and check for two things:
1. are more or less of the desired workers working in said profession? if more, move the oldest ones to janitor (if possible. if the person can't work as janitor, i'll just let them continue with their job and ignore them in the next step). if less, start cooking a new baby with the neccessary profession (+ janitor).
2. is there anyone working with age of 6 cycles (for 4 incubators)/ 7 cycles (for 5 incubators) or older? if yes, start cooking a new baby with the neccessary profession (+ janitor).
after that, check for any empty incubators and let them all cook babies with the only profession set to janitor (they will get 1 to 2 other professions added randomly, you don't need to worry about that). and then you can just wait and worry about other stuff until your babies get "born" and reach maturity before you start the whole thing all over again. this should give you a nice and steady increase in population while still not being too fast. at least it works for me.
so clearly the aging mechanic is not a problem, you just have to figure out how to use your incubators. at first you want a rapid increase in population and later on, when you're able to keep your people from dying (except, of course, death of old age, which always happens after 16 cycles and the occasional one or two dead engineers/janitors that got killed by molemen) it would propably be more favorable to have a much slower, steadier population increase, if any.
:-------------------------:
another thing that someone pointed out was the automatic pause everytime a baby get's born or someone matures. due to the way i'm playing (detailed explanation above, for those who are interested), i really wouldn't like the game to always auto-pause at those points because for me it would greatly disrupt gameflow. also, there already is a notification everytime a baby get's born, so when you see that you can just hit the spacebar to pause the game yourself. i don't see a reason why the game would need to auto-pause. if you can make the auto-pause-thing as an option, for those who might not be able to hit the spacebar when the new-baby-notification pops up, that would be allright, but if you can't make the auto-pause optionally, please don't add it.
anyway, that's it for now. i hope i didn't strike you dead with that wall of text lol
ps: pretty interesting how everyone is talking about some random nukes while the game itself says that it was a comet, if i remember correctly. or maybe it was a nuclear comet? lol
- A larger map. The map is really small even on large. There should be more layers to expand to.
- More resources. There should be ore veins such as iron, copper, gold, ect. To advance you have to mine these resources.
- People should actualy have to use bathrooms and bedrooms. If someone does not have access to these things then they could get negative thoughts, and eventualy lead them work less and even go mad.
- Temperature. The deeper you go the hotter it should get. This will require you to cool each layer and regulate temperature.
- A surface feature. Once you reach the surface you should be able to either build a colony or stay in your bunker and lock yourself away from other survivors who could be a threat.
- More mutants should be in the game. Surface mutants should try to break in from the vault door. As time progresses bigger and meaner mutants should attack.
- Underground livestock. Raising pigs and cows underground would be a cool feature and growing plants to feed them would be interesting. Meat could give your colonists a mood bonus since they are eating something other than plants all their life.
I appreciate the developers for taking our ideas and improving their game. I hope this game will become a masterpiece soon.
I'd also like to stop getting notifications that my people are starving, because honestly there's food on the table and in the fridge and if they starve then maybe we don't need their kind in the bunker... but seriously, it's nothing but notifications I can't do anything about. Often they'll be starving but sleeping, so no matter how many times I tell them to go eat they just keep on sleeping until they die.
On that note, a little more control would be nice. If I tell them to do something, I'd like them to do it if it's going to save their life.
Outside settlement is an interesting idea, though it will be like having two separate games in one) But maybe with time, who knows)
You can pause the game with the "space" , you can also rebind it to any other key is the settings. The speed buttons will have rebindable hotkeys in the nearest updates)