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llama
Active Member
Joined: 11 months  ago
Posts: 9
14/09/2016 9:56 am  

I tried to summarize the suggestions and its progress in this thread. Also I will update the developers opinion on every thread. If I overlooked something, drop a note in this thread.

@developers: you can comment the "Developers Opinion" by yourself if I was wrong on the summarize.

Buildings

  • Administration office: After the first referendum there could be a new building enabled - the administration office. With that office the game offers the policies. If the building is inefficient (little amount of workers) the policies will be less efficient.

    Thread: here

    Developers Opinion: none so far

  • Some kind of transportation system: There should be an additional transport system for the colonists to travel from one point to another. One possibility is to add a teleportation pad. Another one is to add Tier 2 tunnels which contains some kind of trolleybus or so.

    Thread: here, here, here

    Developers Opinion: none so far

  • Lightning Rod: Lightning rods to prevent rays destroy buildings. Also adds some energy during a storm.

    Thread: here, here

    Developers Opinion: work in progress

  • Waste and Recycling: A waste system ought to be brought in, so maybe has a cheap disposal plant and then a recycling centre that produces a few nanites and water, the more waste the more produced

    Thread: here

    Developers Opinion: work in progress

  • Generally about building farms: Display occupied farm tiles while building

    Thread: here

    Developers Opinion: work in progress

  • Generally about building farms: See current consequences of building a farm. Updated counter for the amount of food, water and power.

    Thread: here

    Developers Opinion: good idea, to be discussed

  • Research Center: his building doesn't have anything to do once you researched everything. You could destroy it. But why should I do that? Maybe it would be good to research all the things again and again. If you don't research something, you can't use it anymore. Sure, you could end up in some trouble in that case but it would be up to you to handle that.

    Thread: here

    Developers Opinion: work in progress

Gameplay

  • More challanging building process: All of the buildings are available from the beginning. All you have to do is build tier 1 and then upgrade to tier 3. There’s no real challenge in achieving better buildings as the game progresses.

    Thread: here

    Developers Opinion: none so far

  • Production Chains: You don’t need any kinds of resources other than nanites to build buildings. It would be more challenging, especially for long time motivation, to build the first buildings with your starting materials. Then you can further process them and build better buildings and so on.

    Thread: here

    Developers Opinion: none so far

  • Batteries: They should automatically absorb energy, when there’s a surplus of energy and provide energy, when there’s not enough. Right now when you have lots of solar energy plants, you have to switch all batteries to absorb in summer and to provide in winter – that’s kind of annoying.

    Thread: here, here, here, here

    Developers Opinion:

  • Game weather event: If shards made from water then during shard storms, water pumps and atmosphere condensers gain 0.1 - 0.15 extra water per tile if nearby tiles hit by shards. If not then you can ignore this suggestion.

    Thread: here

    Developers Opinion: none so far

  • Game weather event: Destroy tunnel, cause damage to structure and render small generators unable to operate for short amount of time.

    Thread: here

    Developers Opinion: none so far

  • Greenhouse: Lower default consumption but uses 1.7 times during winter. Production during winter drop down to 75% - 50% depending on where they build on.

    Thread: here

    Developers Opinion: none so far

  • Greenhouse: Greenhouses should produce more food in winter - I don't think this is quite balanced yet. Maybe make it 60-75% instead of 50%, or make them produce less overall (they're only 4 tiles), but 100% production all year. It's a greenhouse after all.

    Thread: here

    Developers Opinion: to be discussed

  • Recycleable stating buildings: The starting buildings (Life support module, mini storage, etc) should be recyclable.

    Thread: here

    Developers Opinion: work in progress

  • Indipendent mill and chemical plant production: Mills and Chemical plants should allow you to set what you're crafting independently. I'd like to be able to have one mill dedicated to nothing but flour production and another mill doing the bread / pasta etc.

    Thread: here

    Developers Opinion: work in progress

Overlays

  • Crop previews even when not connected to road: To be able to see the expected crop yield, the building needs to touch a tunnel.

    Thread: here

    Developers Opinion: Implemented in Patch 0.1.13018

Environment

  • Windowed mode with borders and title bar: As the title says. There is a need for a windowed mode where you can move the window.

    Thread: here

    Developers Opinion: none so far

  • Translation of the game to Portuguese: Provide a translation for portuguese (brazil).

    Thread: here

    Developers Opinion: none so far

  • Edge Scrolling: The map should be scrolled within the edges

    Thread: here

    Developers Opinion: good idea, to be discussed

Graphics and Settings

  • Different audio defaults: The default audio settings on launch have the music too loud and/or the voice too low, because until you turn the music down, a lot of the voices get drowned out/hard to hear.

    Thread: here

    Developers Opinion: work in progress

  • Borderless Fullscreen, Vsync: There should be an option to enable borderless fullscreen and vsync

    Thread: here

    Developers Opinion: none so far

  • AZERTY and other keyboard layouts: There should be settings for the keybindings

    Thread: here

    Developers Opinion: work in progress

Edited: 11 months  ago

MrData liked
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Paul Tozour
Reputable Member
Joined: 1 year  ago
Posts: 270
14/09/2016 8:39 pm  

Heya llama -- thanks for starting this thread!  Here are some updates.

The following are currently planned and should be implemented at some point during the beta period.  While we can't make specific promises, we can say these are on our "to-do" lists and most of them will probably happen at some point:

  • Borderless Fullscreen, Vsync
  • Windowed mode with borders and title bar
  • More research options for Research Centers
  • Customizable key bindings
  • Audio ducking during SHIPE calls
  • Recycleable stating buildings (but only AFTER the colony is large enough to safely recycle them)

The following are currently being investigated; these are things we want to do but can't make any specific commitments at this time as to what exactly will happen.

  • Translation of the game to Portuguese / German / any other language
  • Some sort of automation mode for Energy Batteries
  • Greenhouse tweaks
  • Display occupied farm tiles while building

The following are low-priority -- things we'd like to do but can't currently justify making them a priority, since the plans we currently have take priority.

  • Waste and recycling center
  • Administration office
  • Transportation system (we've considered a hovercar system and had a teleporter in the original design doc, but can't currently justify them)

Here are things we probably won't do, because for design reasons we don't think they would add value to the game and our focus is better spent elsewhere.

  • More challenging building process
  • Different materials required for construction
  • Shard storm shards give extra water

Also: re "edge scrolling" -- I think you mean an option to disable edge scrolling, which we're willing to consider; I'd put that under "low-priority."


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Ocejanus
Eminent Member
Joined: 11 months  ago
Posts: 26
16/09/2016 4:38 pm  

Hi there,

just a small addition: (regarding the facilities of the drones)

It would help while expand the colony, if I could see by mouseclick, how big the radius of my drones is,

so that I can build them more efficiently..

(maybe would help by clinic etc too..)

 

Just a thougt...

Nice day everyone

Ocejanus

Edited: 11 months  ago

i5-2300 / 8 GB RAM / R9 280 X / Windows 10 Home


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Ocejanus
Eminent Member
Joined: 11 months  ago
Posts: 26
16/09/2016 5:35 pm  

*Appendix: I know, that there is a grey radius, when I put down a new construction drone-buildung  on the map (so I can see, as far this and the other drones reach , but maybe one mouseclick-per-buildung will be more comfortably...)

i5-2300 / 8 GB RAM / R9 280 X / Windows 10 Home


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Paul Tozour
Reputable Member
Joined: 1 year  ago
Posts: 270
17/09/2016 8:27 pm  
Posted by: Ocejanus

 

Hi there,

just a small addition: (regarding the facilities of the drones)

It would help while expand the colony, if I could see by mouseclick, how big the radius of my drones is,

so that I can build them more efficiently..

(maybe would help by clinic etc too..)

 

Just a thougt...

Nice day everyone

Ocejanus

   

We've just added a "Show Radius" button to Construction Drone Hubs and Scrubber Drone Hubs, and we've also changed the radius to expand when it's turned on, which makes it a lot more visible, especially when you're zoomed in.

So there's that, in addition to the Drones overlay.  It should make it into the next update which will probably be sometime this week.

Edited: 10 months  ago

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bluesaka111
Eminent Member
Joined: 11 months  ago
Posts: 49
18/09/2016 8:29 pm  

When we have an option to get nanite from processed food / enhancer? :/


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MrData
Active Member
Joined: 11 months  ago
Posts: 10
19/09/2016 7:50 am  

I think this is already in the game: grow Kelko -> refine Kelko Sludge -> build nanites from Kelko Sludge.


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bluesaka111
Eminent Member
Joined: 11 months  ago
Posts: 49
19/09/2016 2:42 pm  

really? then ill need to check it further 😀


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