Occupy Mars: The Game

Occupy Mars: The Game

Näytä tilastot:
May meteor storms please be removed?
https://steamcommunity.com/sharedfiles/filedetails/?id=3337417187
This is the result of a meteor storm I just had. I was constantly building and loading rockets into my launcher for 12 minutes straight, and unfortunately my base still got damaged.

Constantly needing to manually reload a rocket launcher is not very fun, and likely due to a bug my base still got damaged in the process, which pissed me off. I'm just lucky that the rest of my base was mostly intact.

I understand that the game's trying to make things somewhat interesting, but I think this was a bit too much in both terms of realism and game play. In real life, NASA's rovers never needed to deal with this kind of thing, even though minor impacts have been recorded by satellites. An example is the Curiosity rover. It has been on mars for more than 12 years and has not encountered qny big meteor storms such as those in the game. Maybe once like every 75 to one hundred years one would encounter this.
I am therefore requesting to the developers to please remove this feature. This is such a great game, but in its present state meteor storms really hold it back in terms of both fun and gameplay.

Note: I finally got around to editing this, as the previous form was created out of major annoyance due to my base being ravaged by a meteor storm (see my screenshot).
Viimeisin muokkaaja on Astrostars2025; 30.1. klo 21.31
< >
Näytetään 136-150 / 188 kommentista
pubhea99 lähetti viestin:
The developers upgraded the missile battery to hold 50 missiles. It took a little while to build all the missiles for the launchers.

Which version are you playing? It sounds like you are playing an old version or use a mod which is not compatible and overwrites actual changes as a reason for your problem.

Since 0.199.1 (Christmas Update) each rocket launcher holds up to 400 rockets!
While you only need to add 40 rockets into the launcher, as each rocket gets multiplied by ten when being added.

https://steamcommunity.com/sharedfiles/filedetails/?id=3403741133

So you even only need to hand-craft 4 missile kits to stock one launcher, as each of them results in 10 missiles too. If you use auto crafting in the workbench it's 8 missile kits as they only result in 5 missiles per kit.

So everything got already eased massively.

One launcher holds enought rockets to defend one storm, while I don't know if it's targeting fast enough for each meteor, to be absolutely safe on it's own. But I think, LukaszP described in his announcement a test setup which only had one launcher which worked fine for him.

I already refered my test setup with 3 launchers, that's a total with 1200 rockets. My setup also consists of a redundant accu pack only for the launchers, which are powered from the main accus of my base, but charging has even higher priority than supplying the base, just to make sure that an accidental hit onto my power supply or any other power shortages won't drive my defense system unfunctional.
Viimeisin muokkaaja on Seraphin; 9.1. klo 0.31
SGT Roc/K/ lähetti viestin:
I'm finding the resource requirement to build missile launchers while trying to build my base to be too much.

Do you think building the launcher itself is too expensive or are you talking about the additionally needed missile kits too?

Once you got at least a mars truck and a small crusher, it's quite easy to get the ressources by mining rocks. I can understand you sparing as much ressources as possible as long as you need to transport all of them in your inventory ('cause it's less efficient in the outcome).

But if you are not only talking about the building itself, but you're talking about the needed missile kits too, did you consider these changes that there are far less missile kits needed now?
Viimeisin muokkaaja on Seraphin; 9.1. klo 0.09
I’ve been away for a few months and was happy to see that the missile launchers had been updated in a recent update. I thought that with the huge increase in missile capacity (400 rounds?), my 12 or 13 launcher could handle a meteor storm. I watched as the meteors came in and the counter meteor missile fire was a bit under whelming.

When all was done, 3 buildings had damage and 5 missile launchers were damaged with 4 of those, destroyed.

Darn good shooting for those meteors. The majority of the missile launchers barely fired at all. Stealth Meteor technology?

I added 10 more launchers and gave the ADA more depth.
pubhea99 lähetti viestin:
I’ve been away for a few months and was happy to see that the missile launchers had been updated in a recent update. I thought that with the huge increase in missile capacity (400 rounds?), my 12 or 13 launcher could handle a meteor storm. I watched as the meteors came in and the counter meteor missile fire was a bit under whelming.

When all was done, 3 buildings had damage and 5 missile launchers were damaged with 4 of those, destroyed.

Darn good shooting for those meteors. The majority of the missile launchers barely fired at all. Stealth Meteor technology?

I added 10 more launchers and gave the ADA more depth.
If I understand correctly, the changes to the Meteor Defense System have not worked as intended? If correct, all the more reason to not enable weather events.
I think the missile defense system worked better before the update. Yes, I had to run around reloading the launchers 2 or 3 times but the missiles protected the base. Now, I’ve got 400X13 missiles and the system failed to deliver protection.

Perhaps you are correct, just turn it off. Next time….
Viimeisin muokkaaja on pubhea99; 16.1. klo 15.50
Then do a bug report if you think you are doing all in a correct way.

As I already told, 3 launchers are more than enough ... 6 launchers distributed over two opposite locations of the base result in one location being idle most of the time, because the one closer to the player does everything almost alone.

If you have that much problems with 10+ launchers, there is something wrong ... either it's something you miss yourself, it's a failure of you using outdated mods (or game version) or there is some bug which happened.

But since you refuse to give some detailed insight into your setup, we won't find out.

So do a bug report and let the dev's find out.
Viimeisin muokkaaja on Seraphin; 17.1. klo 9.39
Seraphin lähetti viestin:
Then do a bug report if you think you are doing all in a correct way.

As I already told, 3 launchers are more than enough ... 6 launchers distributed over two opposite locations of the base result in one location being idle most of the time, because the one closer to the player does everything almost alone.

If you have that much problems with 10+ launchers, there is something wrong ... either it's something you miss yourself, it's a failure of you using outdated mods (or game version) or there is some bug which happened.

But since you refuse to give some detailed insight into your setup, we won't find out.

So do a bug report and let the dev's find out.

I’m sorry, here are more details for you. I start with launchers at the four cardinal points. I added in an additional four launcher between those four points so there is a circle of launchers around the base. As my base grew in one direction, I added several more launchers beyond the circle. After the meteor shower, I doubled up on the outermost launchers. The ADA system is on separate power system and I do have an antenna (radar system?) in the base.

Without being able to see some map showing missile coverage on the tablet, it’s difficult to tell if you have adequate coverage.
Could you show a map to get a feeling for the size of your base?

I think range is only limited by the speed of the missiles and the speed of the meteors ... the one who hits first does win.

I never had a hit on my remote locations (wells, big mine) about 1000 meters away ... I think that's just outside the area where storms do happen.

I had single hits onto my big mine about 500 meters away, but it always was only damaged, not destroyed ... but it's more durable than other structures, so if you have a really big base, are such remote parts hit? My base is indeed kind of compact, just the necessary buildings I need ...

In my experience, the closest launcher fires a missile towards an meteorid when it spawns. Even if it would be more efficient to launch it from some launcher near the estimated impact. Launchers aren't that intelligent (yet? - most likely there is no need for a radar for intercepting, while that would be a nice extension to make launchers more intelligent).
As storms focus on the player, it's the launchers near to the player who get to do the job, if others are far away (as my mentioned idle launchers on the opposite of the base, while I stay to the other one).

edit:
As far as I understood, you spread single launchers all around your base? If so, you could try what happens, if you double them even if you deconstuct some others so the amount of them stays the same?

edit2:
Did you check, after the storm, which launchers shot how much missiles? And where have you been during the storm? At one place or did you move around?
Viimeisin muokkaaja on Seraphin; 18.1. klo 2.03
LukaszP  [kehittäjä] 23.1. klo 4.25 
pubhea99 lähetti viestin:
Seraphin lähetti viestin:
Then do a bug report if you think you are doing all in a correct way.

As I already told, 3 launchers are more than enough ... 6 launchers distributed over two opposite locations of the base result in one location being idle most of the time, because the one closer to the player does everything almost alone.

If you have that much problems with 10+ launchers, there is something wrong ... either it's something you miss yourself, it's a failure of you using outdated mods (or game version) or there is some bug which happened.

But since you refuse to give some detailed insight into your setup, we won't find out.

So do a bug report and let the dev's find out.

I’m sorry, here are more details for you. I start with launchers at the four cardinal points. I added in an additional four launcher between those four points so there is a circle of launchers around the base. As my base grew in one direction, I added several more launchers beyond the circle. After the meteor shower, I doubled up on the outermost launchers. The ADA system is on separate power system and I do have an antenna (radar system?) in the base.

Without being able to see some map showing missile coverage on the tablet, it’s difficult to tell if you have adequate coverage.
thats a bit weird. Generally - on default settings meteor storm takes 6-8 hours and requires player to have about 350-380 rockets. Either you have a very big base or maybe - i need to check it - when there is many rocket launchers something doesnt work correctly. You can also check if you have them powered and switched on.
So what happens if the player has less than 350 rockets, no meteor storm?
LukaszP  [kehittäjä] 23.1. klo 9.19 
SGT Roc/K/ lähetti viestin:
So what happens if the player has less than 350 rockets, no meteor storm?
Current state of that feature - it doesnt occur on first 10-20 days (if i remember well), depending on difficulty. Every rocket gives you 10 missiles. Every kit gives you 5 (if assembled on workbench) or 10 rockets. When meteor shower occurs, launcher uses 350-380 missiles for whole event (on default settings).

The only change that was added recently (after my last bigger post) is delaying meteor shower and during the tests it worked fine. Player should have enough time to unlock launcher and prepare at least a few rockets.

I'm sorry, i wrote this in a way that suggests that meteor shower doesnt occur until player has enough missiles, its not like that. Its just delayed in time.

What is werid in this case is that even on madman mode 12-13 launchers, fully loaded should deal with meteor shower easily.
Viimeisin muokkaaja on LukaszP; 23.1. klo 9.21
Thanks for the reply, so the ability to disable Meteor storms is still in the future?
SGT Roc/K/ lähetti viestin:
Thanks for the reply, so the ability to disable Meteor storms is still in the future?

Just to clarify, you are talking about disabling only meteor storms in sandbox as we already discussed weather events can be disabled already in sandbox while weather events, including meteor storms, in story mode happen by design for the lore.
pubhea99 lähetti viestin:
Woke up to a meteor shower this morning. It completely destroyed my power and water systems. Over 4,000 kw stored power, 8 nuclear plants, 20-30 solar panels, 12 wells, 6 oxygen generators. I’m less than happy. Days of gaming gone in minutes. Who thought meteor showers were laser focused on base infrastructure. Perhaps an alien attack…
And that's exactly why I think meteor storms should be removed :steammocking: sorry about that. Again I just use a mod to keep them at bay. I just hope that things change when I come back to the game for multiplayer (exhausted all tasks at the moment!).
Viimeisin muokkaaja on Astrostars2025; 28.1. klo 1.45
LukaszP  [kehittäjä] 28.1. klo 2.26 
SGT Roc/K/ lähetti viestin:
Thanks for the reply, so the ability to disable Meteor storms is still in the future?
We were discussing possibility to choose difficulty level im campaign as well as option to choose which weather events will be switched on in the game. Yes, thats still on the table. No promises when and how exactly will it look but I have provided feedback on this solution to the team and we will see what we can do with it
< >
Näytetään 136-150 / 188 kommentista
Sivua kohden: 1530 50