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get a transport rover to bring some materials close and then get a mobile drone commander to fix the drone hub. You do not need to click 60 times. And if you dont have the materials anywhere on the planet to fix it then you messed up.
Some of the negative reviews I have read are people not understanding game mechanics at all.
Also there are some major missing features such as any way to look at trends (so you can see that food is declining, before you run out for example) and some really poor design decisions that really set the game back - such as forcing sims to work in the same dome they live in rather than allowing the player to create more flexible dome compounds.
My assessment is that this game is in no better shape than your typical early access title.
there isn't much of a tutorial and it seems like that's a instant turn off for a lot of people. I just learned through trial and error lol, but i guess no tutorial for some is a deal breaker
Missleading is a very good point or well simply NOT telling at all why things happen. In my last round at 535% difficulty i had 11 earth sick idiots out of 12, my last lazy martian the one dude that was born during this chaotic failure of a playthrough was the last man standing. Trying to do one year crop, one year machine parts and one year of grocery store clerk... he actually could have made it marsian style. But the 11 earth sick bastards just ate food. No way of getting them to do anything, no way of throwing them out or making them commit suicide or anything. There is literally no way of controlling directly what those guys are doing. And there is no coming back from earth sick either...
You have to search for the colonists in hidden places and hope to find them...either in their flat or in their workplace. Not a complete list of all colonists is available, where you could manage stuff.
Or mechanics that are not explained at all. Batteries for example have a max output. But...the game does not tell you that you are at your max battery capacity and that is the reason for power outages. It also does not tell you that a short amount of power outage completely ruins your crop...even instantly hitting the damn pause button is too late.
It also does not tell you which mechanic is behind a b uildings performance. What does hydropnic farm performance of 29 actually mean? Will the crops always die? Sometimes? Will it be decreased?
In such a game, not telling players what mechanics mean is utterly frustrating. Especially at higher difficulty levels, you are depending on every bit of info you can get.
So essentially its a nice game with TONS of WTF!!! moments.... recommendation is: try in 2 - 3 month
It's pretty easy to understand why people don't like it. That lead steam community to mixed reviews in a long run. City Skylines for instance didn't had this issue, it was quite the opposite - day one overwhelming positive that rating went down later on because of few low level content and high price dlc's.
Imho, this is a good game, it's a bit shallow in some places and barebone in others, but nothing that updates and dlc content could not fix it (if developers would listen to what people have to say, what they do like and do not like).
The foundation is right there and it is solid, this could end up being a really good game in the future. Tech tree and replayability is really sweet. Try playing at 400%+ difficulty you need totally different opening, than playing lets just say on easy/normal 100%, where you end up being mostly bored.
Dangerous weather adds also a lot to that, playing with rapid meteorshower and temp -50-60C will make you build your base in a totally different setup than when these things are not present at all. You'll end up making all sort of backup generators and water/heat sources.
For some reason this reminds me more of rimworld.
Unfortunately I agree, especially that this game is focused more on a colony management(end game content) rather than being a city builder, so missing options like these are very annoying. And this is just one of its many issues.
I learned if you have a power cable touching your storage pad the RC Transport will charge itself. I just wait for the idle indicater to let me know when it's finished to asign it to a different area.
Surviving Mars = Haemimont Games
Planet Base = Madruga Works
They have nothing to do with each other.
Hoo boy. Where to start.
Well, first is I suppose I can get the frustration. But I'm guessing you're pretty new to colony simulator games. And by that I mean games like Rimworld, Drwaf Fortress, Maia, etc.
This game doesn't have a lot that I haven't seen before elsewhere, other than having a randomized research tree and the whole breakthrough thing. Other than that, its pretty standard resource-and-happiness hands-off colony management. It's not Sim City, nor is it an RTS Base-Builder. If you come at it expecting it to be like those, you're bound to have a bad time.
Now. Let me address a few thinggs.
So, first of all, to get to this point, you must have REALLY screwed up from the get go. Probably that whole 535% difficulty thing going on there, I'm guessing? Earthsick is a result of super low Comfort. To hit this level, you must have crammed all your people into the worst jobs with no comfort service buildings at all. This is on YOU, because you didn't build things like Grocers or Diners, or even PARKS, which are practically free. That should at least get you to the barest minimum levels of comfort. Setting the difficulty to 535% and then complaining the game is HARD when you ignored your colonist's needs is your own damn fault.
This is in fact wrong. There's an achievement for getting Earthsick Colonists to stay. This involves ramping up their comfort and morale very high. Admittedly difficult if not outright impossible for the first batch on 500%+ difficulty because you need certain techs.
This is also wrong. Click on a residence to see all colonists who call that residence home. You can then click on the individual in those slots, and you will be taken to them. You can even name and pin them to your bar, so you can find them at any time.
Aww, is a little bit of investigative reading and making inferences too hard for you? Do you want your hand held and every little detail explained for a massively complex, interconnected game? I doubt it.
Again, wrong. It DOES tell you this things, if you would do something like say, pause the game and then actually go LOOK at things when they happen. The game's job is not to hold your hand through the whole process. I mean, you chose 500% difficulty, for crying out loud. Why do you want it to then go and tell you every little detail and announce it every time you've ♥♥♥♥♥♥ something up?
The devs probably assumed you were smart enough to figure out that A) When many techs actually say 'Increases X specialties job performance' that you would be able to put two and two together and figure out that performance probably affects output, and B) You would then go and look at a building, mouse over the people and the building's tooltips, and see each shift's total performance at a given time.
Traits and Techs apply to colonist's ability to do specific jobs. Its pretty obvious if you actually bother to stop and read the tooltips for things *at all*. You're complaining the game doesnt tell you about things it DOES tell you about.
I'm not saying I have everything figured out, after 24 hours I'm still learning basic convenience functions like being able to click on job slots on buildings to lock them below staff. I just think people should be more prone to look up why they are having a problem and how to fix it instead of automatically saying the game sucks, giving a negative review, then walking away. It's a great game, it just apparently has a high learning curve.