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  Exploration Survival Mode?
Posted by: deMangler - 06-13-2020, 10:28 AM - No Replies

I am new to this community so sorry for starting a new thread if this has been discussed.
I was wondering if there is a plan for a game mode where there is a kind of on-going exploration, so when you jump to a system a new one is procedurally generated further down the line, in the fog-of-war,and you kind of just see how far you can get.
Maybe with badder aliens the further you go so that it won't literally go on forever (but hey - if the only limit to the exploration were the capabilities of the hardware that would be cool).
That would be my ideal expression of the way this game works - seems to fit perfectly with the way this game actually provides emergent gameplay from a background sim)
Anyway - 61 hours of gameplay later and I am not slowing down. Love this game.
Smile

*edit* I just saw this post

https://bugbyte.fi/forums/showthread.php...18#pid4218

Excellent!

Continue reading..

  Whats next?
Posted by: Lordadmiral - 06-12-2020, 11:51 AM - Replies (1)

Hi guys,


i bought this game 2 weeks ago. Playing every day or every second day one or 2 hours. It was fun.

On my first Universe, i started in south, one System on my left, rest on my right. So i jumped first to the System on my left. There were many Ships of all Factions maximum armed. I thought "ouh, hard", so i maxed my ship also with turrets and shields. As i jumped back and go to the right, the ships were weak again. I read in Forums, that you may find new Crewmembers in derelic Ships in Cryochambers. But i dont found, so i conquered several Ships of other Factions. Now i have visited half the Galaxy and i have 2 Big Ships with 30 Crewmembers. I could get more Crewmembers, but then i need more Food and Water. Water is the mainproblem. Sure, i have enough on Reserve, but on the first, 30 Crewmembers is enough. But what next? Till now, there was progress in this game. I can grow by Crewmembers, i can grow my ships. But now? Jump allways from one System to the other and junst Mine ressources?

I know this game is a early version, so there will be much to follow. And i read in this forums for some ideas.

1. The Planet Idea

I like this Idea to land on a planet. Building your own settlement. Water and food will be enough, and maybe one or 2 ressources. So, the job could be, bringing the needed ressources back in the city, capturing more Crewmembers and making your civilization grow. I know the problem was discussed, what happens with the planet, when player move elsewhere. or how do you land on this planet. i think this problems will be solved in this or that way. But planet is a good idea.

2. Mining Stations.

Maybe if its not possible at this point to land on a Planet, would be nice if there would be Planets, but you cannot Land on it, but build Mining stations in the Orbit. Every Planet has 1 or 2 endless ressources. So you can build mining stations, that do not count on your shippoints and only think you do, is trying to find those planets, get the ressources and again, build the Mining stations like little cities in the sky and you go through the whole universe to capture new crewmembers again (you see, i want to grow).

3. New Technics

Sure, new tech will help for this and that. make your production more efficient, so you need less water and get more food. You can build more or bigger ships. So there will be more progress and growing again. 


There are several good and i think more ideas to work on. Maybe there are many players who like flying from one star to the other and just surviving. But players like me like to grow. More Crewmembers. Get Bigger. Build More. Make your own Civilization. And and and. 

I dont know, where the thoughts of the gamemakers go, but i hope, they see my point, that many players need to grow. in what way you ever choose. 


Greetings from Germany :-)

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  Been a enjoyable journey so far
Posted by: Merkreus - 06-10-2020, 05:11 PM - Replies (5)

I bought the game 1 hour when it was released on May 21st.  Steam says I have over 255 hours played so far. To say that I've enjoyed the game is an under statement. I have encountered things/events/issues that I would like to ask players and developers alike about what I've seen.
The ship building facet of this game is what drew me to it and enjoy designing and building ships. I have played many play through all the way to Eden. My settings are Peaceful, No aliens, very common derelicts, and have modded the game to start with 20 crew members and lastly I use sandbox mode. I'm interested in building quickly and exploring and gathering additional crew members.  My play throughs have been varied with new crew members, anywhere from 2 to 11 with my average around 5-6 new crew members.
Question - I have found that the only ship that has a sleep chamber is the one with a long neck with a square hull design at the top. Has anyone else found sleep chambers in the small derelicts? I generally by-pass them in favor of the bigger derelicts since I'm looking for crew members
I like to hunt and kill pirates and will chase them till dead.  Because of limited hand movements because of RA I do not attempt to board the newly destroyed pirate ship and will wait until their oxygen is exhausted. If another faction ship is there, they will help fight which I don't mind but what happens next is perplexing if not frustrating.  Any faction ship that is there or arrives after I destroy the pirate ship will almost always send a shuttle over to the pirate ship. This is the frustrating part because 1 of 2 things happen. The first is the ship that sends over a shuttle will go back and forth. What it is doing is beyond me but every time it docks I'm thinking that it refills their oxygen levels in their airlocks which prolongs my salvaging the pirate ship. The other thing that happens alot is the shuttle goes over to the pirate ship and since the pirates are still alive, they take them prisoners which in turn makes the faction ship into a derelict. When exploring there are no bodies and when I get over to the pirate ship, the pirate crew and the faction crew are all dead.
Question - is there any plans to flesh out the interaction with other factions? I've tested this alot and can't find any meaningful reaction with other factions.  I've had pirate faction at -100 and all the other factions at 100 and the only thing currently I can do is trade, give a gift, or see vision. Seems this area of the game is still being worked on. I have even set the beginning settings to have a few factions as allies and that still does not open any additional options. Also, any plans of expanding the scope of amassing credits?  Because my ships are floating factories, I usually have a bunch of items to trade and will what I like to call "dumping". I've collected over 275k in credits.  Other than a big number, is there plans on using credits in any way like purchasing "blueprints" or "shells" of other faction ships to build from?
Question - I know other factions will board derelicts and seem to be salvaging supplies and will bump my shuttle off the airlock  which triggers me to want to attack them. Once I've explored the ship and can begin salvaging the other factions will depart as if my exploring now has claimed the ship.  Do other factions when boarding a derelict open a sleep chamber and release a crew member?
I could write a book but I will end this for now. One last thing please.  Too Bug Byte, to the developers, to the game designers - wow thank you, this is a really fun game and being early access is fairly free of bugs.  I can not wait to see what you have in store for the future of the game. Again, thank you very much.  Many kudos to you all.

Merkreus

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  Soundtrack
Posted by: Viscera - 06-10-2020, 09:44 AM - Replies (2)

Hi.
looking at this game with an eye to picking it up. Looks like it fills a lot of niches in what i enjoy. 
Could someone explain what tbe soundtrack is that i can buy as an extra on steam. 
Not been able to work out what it actually does, or adds to the game, so unsure whether to invest in it as an extra.
Regards.

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  Consumable items
Posted by: bobucles - 06-09-2020, 02:29 PM - Replies (2)

I know the inventory system isn't finished yet, but I'd like to offer some insight into useful items for the game.
First off, a single consumable item sounds good. It forces hard choices of equipment and it means that any single item should be a powerful/strategic choice. Generally it should hard to choose between items, even if they're situational they should all be good. I always lose track of crew equipment, so if that info could be displayed on the top screen character portrait (item + weapon) that'd be handy.
It'd probably be best for items to not be automatic and only be manually used by drafted crew. This goes into the idea for each individual item being useful. If multiple crew are chosen it can be hard to choose which item shows up on the menu. It may be best to make item use a personal command, pick crew, "use item", pick target sort of deal. I dunno.
Now without further ado, the items.

Vacuum items generally make life in the unforgiving void more safe. They are most effective in the void.
* IV kit- Can be used to directly feed someone in a space suit. Avoid starvation! May have medical uses as well. Just grab one from storage and go.
* Tool box- A deployable kit that creates a stockpile of 200-500 tools. Handy for a busy work site or building a new ship. Can be crafted directly from a tool station.
* Foam grenade- A fast expanding, non conductive, high R-factor, instant hardening foam that fills up the surrounding space. Designed to seal hull breaches when mining pods aren't handy, can smother out fires, and can even soak up a few bullets in a pinch. Unfortunately it is a damn mess to clean up. Warning, the fast acting agent can trap people inside! Don't leave home without it.
* Coma kit- A fast acting injector that slows metabolism and knocks someone out, dramatically reducing their damage from bleeding or low oxygen. Great for emergency rescue, but can be used aggressively to capture trouble makers as well. Foam them up first! They must be resurrected at a medical bed.
* Energy kit- A small portable generator, with a tiny directional range and 0 power node attachment. Generates 2000 energy at up to 2/s before burning out and dismantles into energy scrap. Can power a heater or life support in a pinch.
* Zip line- A deployable logistic system that carries items along its path. Used to speed up salvage operations by letting teams throw items down long 0G hallways. Actually this may not work as an item, it may work better from the build menu and costing only tools to make.

Atmosphere items generally make life in a comfy ship more hazardous. They may have reduced or no effect if there is no atmosphere around.
* Fragmentation grenade- Deals deadly damage, and may stun victims. Creates some smoke and CO2. No concussive force in vacuum, considerably reducing damage and negating stun.
* Incendiary grenade- Creates lots of fire, fire makes smoke and other problems. Understandably useless in a vacuum, merely makes a mess.
* Breaching kit- Cuts/Blasts a new hole in the thick hull of a ship. Great for assaulting with more than 4 marines. A ship without an atmosphere generally has enough holes to climb through.

Continue reading..

  Medicine mechanics feedback.
Posted by: bobucles - 06-09-2020, 11:09 AM - No Replies

After treating a few POWs there are a few things I like about the medical system and a few things that are kind of meh.

- Medical beds default as unstocked. This is no good as wounds are typically under time pressure. Beds should generate a low priority restock by default, that way beds are ready when they're needed and not half a day after they're needed. Maybe job priority should bump up to very high if someone wounded is in bed, but that's solved in the suggestion below.
 
- Medkits are pretty good. There may be an issue where they don't treat the "most serious" wound if there are multiple wounds. But they're very potent and very valuable and are definitely worth the cost.

- Both medical bed jobs are "medical". I can't tell if doctors are being forced to use the IV or if they're treating wounds.

-IVs are kind of meh. As a food item they are extra expensive, and if a person can walk they have no problem getting food from the kitchen (they may stick a bit too hard to the bed and starve a bit first!). As a default job IVs get used way too liberally, and doctors will chew through your supply to handle even minor wounds. I had a crew at 124/140 HP, surrounded by far more serious wounds, and she got an IV. Of course, locking logistics will lock out both IVs and essential medkits.

- To compound the IV drama, once the job is created it can not be denied or locked with the logistics option. I suspect this behavior is rooted in a lot of other side issues, such as a crew performing cancelled jobs on another ship. If they have a task on another ship they MUST travel to the other ship, it can not be aborted or cancelled via draft/ship tasks, and they won't be satisfied until they touch down on the other side. Job cancelling doesn't seem to work.

- There is no draft ability to treat wounds (can't give oxygen to prisoners either). Not a big fan of that. Instead you have to go around the "back door" and wait for a job to show up, and then force the doctor into it. It seems to not be possible to treat wounds without the med table, it'd be nice to be able to staunch/slow a wound without a med bed.

I'd like to see a system readiness "triage" setting. At 0-alert triage the logistics and treatment will be performed whenever crew feel like it, just like now. At yellow alert medical tasks are given max priority and will force doctors out of bed to perform treatment. Someone's bleeding, that means don't wait 8 hours for a break and nap before fixing it. At red alert medical logistics are given max priority, perhaps pulling people away from breaks or bed. When half the crew are dying, everyone needs to be on it. That covers the bulk of what I try to micro during a crisis, at least.

It would nice for IVs to get a buff. Right now the medical bed does all the heavy lifting with +100% heal rate, and IVs have no real utility for walking patients. They can feed themselves, and that's a very small interruption to their healing. Perhaps med beds could be nerfed to +50% (normal beds are +30%) and let IVs give another +50%-100% heal rate for 8+ hours. This might be done as a direct buff, or indirectly I.E. a mega boost of vitamins which could affect heal rate. Now if a crew is seriously wounded, you'll want IVs to heal them up quickly. Minor wounds obviously don't require the extra healing and there may be an injury threshold for requesting it. Maybe ~60% health? It makes sense for the automatic system to be stingy on valuable resources, while the player can force excess treatment by drafting and forcing an IV on a patient. They'll heal up sooner or later, after all.

Also it'd be great to let med kits vs. IVs have separate usage permissions. They kind of serve different goals after all.

Edit: Another option for IVs is to allow people to eat in a space suit through the IV. It may require a drafted doctor or a bed in a vacuum could do it. That would make them pretty useful in a crisis situation, but it can wait for the crew inventory to be finalized.

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