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It also seems like basic resources are lacking on the smaller starting biomes in Spaced Out!. I'm trying to get enough Steel so I can make certain items, and finding Iron is rare, I've nearly carved out to all the outlying Abyssalite.
There is a transporter to another biome that has lots of oil, but hardly any water to use to pump it out. So maybe I just don't know all the little tricks yet. Maybe one day I'll get that rocket launched!
Yes, the point of the DLC is to make rocketry (a difficult end game feature which no one uses) more accessible. It's almost as if they are aware of the fact that the end game feature no one uses is rarely used.
Because there isn't any point - early game is fun and exciting but late game is best played in sandbox mode because it just gets tedious (e.g. one rocket launch gets me enough isoresin for one insulation insulated pipe)
Ye Steam Achievements are pretty unreliable. Barely anyone bothered to get a dupe to level 3 Art and do a painting too. Only 12% dug a tunnel down until they hit oil. It should be seen in the context of other achievements.
As a newbie, I restarted over like six times because I screwed something up fundamentally. Currently Im on Cycle 120 and have spent until here just to completely dig out the two swamp biomes left and right and consolidate all polluted and clean water into a giant storage basin beneath my base. Steel, SPOM, Plastic and all that fancy stuff still to come, although Franklin Johns tutorials (or what his name is) gave me the oversight I needed. I think grasping the mid and endgame mechanics by yourself is pretty hard, but once you get an understanding how copied designs work one can come up with new circuitries and ways of automation oneself
In the base game, I usually launch my first rocket by steaming some water with some regolith. As long I use steam powered rockets, I don't bother too much with automation.
In Spaced Out, space is much more easily accessible (eg: you can use CO2 as propeller. Not liquid or solid CO2, just the normal gassy variety) That being said, I think Klei haven't reach their goal yet for it takes longer to have useful rockets: it's easier to launch a rocket, but there is no point just to launch rockets anymore and colonising a new asteroid needs some serious planning.
"managing several poorly designed resource chains"
Huh? What's wrong with these?
maybe if you could link your colonies by building teleporters and resources teleporters ala stargate... right now it's just visit another asteroid, grab all the goodies and then go home and forget it exists.
That's my theory about why no one launches rockets: basic survival is, ultimately, fairly easy to learn and apply. However, the resource chains needed to move into the late game add more problems than they solve, and are often needlessly complex. Two things in ONI demonstrate this quality best: the liquid airlock, and the electrolyzer. In the former, the game HAS a perfect airlock solution that relies on exploiting the engine and yet the developers offer no alternative. I guess the idea is its okay to cheese it, but god forbid a useful alternative exist. In the latter, the gas must be expelled into open air thus necessitating additional complexity and resources simply because allowing direct connection to a gas pipe is unconscionable. Once you go looking, you'll notice countless places where ONI either fails to provide a reasonable solution, or lacks a quality which would make it one.
This is why I think people like the early game: those problems are interesting to learn about and solve. The issue seems to be you never move on past that. You are solving the same early game issues throughout. Who has time for rockets? I'm still trying to figure out oxygen, apparently.
In the main game, few get as far as building rockets and if they do then even fewer do it twice. It's all just too tedious for little reward. Nothing changes in the DLC; its simply not interesting.
Whereas the main game seems to offer lots of re-playability for most players. There's always some previously unused building or new tactic to tackle a tricky problem on a new map.
A better idea would have been to expand the main game with new biomes, new parts and, importantly, new things to discover on much bigger maps.
I honestly find it really hard to kill dupes. I've never got to making rockets, but one day I would like to. But I've never build a giant power station and resources station. I always think small.
Most people don't play for 200+ hours, I guess.
I've obviously never launched a rocket or been anywhere near it.