give us more reasons to go to planets and moons or base there

DrHexagon shared this feedback 20 days ago
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In SE1 once you reach space there is little reason to visit planets. It's expensive to fight gravity and asteroids have better resources.

Contracts force you to visit planet stations, but only once per contract. I think the game would be more interesting if there was reasons to keep going back to planet surfaces. This could be for example:

* resources unique to specific planets that ONLY occur on those planets

* planets that have much more of a resource than anywhere else, eg platinum might be common on Caligo but rare everywhere else.

* unique planetary trading posts that sell resources available nowhere else.

What ever the reasons, it should motiviate us to visit planets surfaces again and again so we have incentive to set up many bases and trade between planets.

Replies (4)

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My guess is that people prefer to live on planets. If the majority of your average colonist lives on a planet, then there on planet would be the demand for product and resources. Assuming that ship ownership is rare then passenger transportation would be needed too. The colonists may live on the planet, but occasionally could be commissioned to work else where, that with tourism and visiting off worlders would make planetary transitions to space common place.

Now if agriculture was added to the game, planets could supply those living in space with ample food as a return in trade.

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Having such beautiful planets implies having true reasons to visit them. Having wheels implies having true reasons to build rovers. Having water implies having true reasons to use water transport. Having plenty of stone all around you on planets implies being able to build out of it = concrete. And so on. There is an engine, but there is no game yet here.

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The reality is that most planets that the player could land on, would need to have all the construction materials needed to build a ship and fuel it, or the player will be stranded on a planet. So most planets should be iron/nickel/silicon/aluminum/magnesium concentrates that are just found by mining the ground, and anything with a biosphere, should have water/ice.

The fact is, that it's really hard to get from ground to space without hydrogen in the game right now. If you decide to build a ship that is just dual ion/atmosphere (electricity only) engine combinations, landing is going to be a pain as the larger a ship is, the more likely it's just going crash from gyro movement.


Farming is something that is difficult to do in space because plants orient themselves towards light, but have problems processing water. It is more "cost effective" on earth to grow plants outside, but that's subject to weather and pests. Grow plants inside, and you just have climate control, light and water to deal with. We (in reality) have indoor farms, and not just greenhouses, and it's perfectly viable to do so, it's just more energy intensive and expensive to build, so we likely won't see upticks in reality on indoor farms until staple foods are no longer able to grow in the outdoor climate.


In a survival game, you should have to "eat" and this game does not have a food resource for the player, and I'd assume thousands of years in the future, it's likely we'd just zero in on a generic health supplement to establish baseline health status, and anything grown after that point is just to add flavor/texture. Many "space" oriented games tend to do this (see Starfield with the "chunks") where there's no longer actually food grown that you directly eat.

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to build a hydrogen ship you only need iron/nickle/silicon and ice. Yes all planets should have those. Planet unique resources would be rare and only needed for end game content.

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where is the adventure, the discover who call ingeniosity to go front of unknown ? XD. it may rapidely be borring without a story, a background and lore and some curiosity to seek,discover, study.

Once you have finish the technical progress, it is just a lego.

In multiplay, every body should participate with a unified motivation to invent construct etc... if the game do not give it to players... the only things they do because of boring is wars....

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> Planet unique resources would be rare and only needed for end game content.

Disagree. In sandbox no-story mode, all the resources you need should just "be" available from the player's inventory, even if it's unnecessary. Half the problem in "sandbox" modes of games is that you want to demonstrate something, but the functionality in sandbox mode is nerfed from survival mode to being unable to demonstrate functionality in favor of making, but not demonstrating. In Scrap Mechanic, the creative sandbox mode has functionality that doesn't even work or exist in survival mode.


Survival mode of games that have both survival and creative/sandbox modes, have to give a reason for the player to not just sit in one spot. If you setup trade routes with other planets that you have "mining bases" for, and built ships for, then your other bases should be stocked with everything you have mines for.


Here's how I'd prefer it to work:

1, Starting planet: Has all materials needed to build small ships and vehicles. To build a medium (let's say go from 0.5m/1.0m to 2.0/2.5m thrusters/wheels) you must build materials that require the smelter/assembler from materials found on Verdure. It should be fail-proof to be able to leave the planet. Even if you land on Palatine, you should still be able to find these materials. Palatine should be the first place that a new material is found and required to build the large engines/wheels.

2. When you get to the next planet (Kemik), the same materials needed to make a small ship should still be there, and new materials to build large/very large parts should be present.


3. I'm assuming the third planet is going to be the one that is a water planet, which then has materials that are only retrievable underwater, so you now need materials that are buoyant so your ship doesn't sink, and new blocks to allow underwater propulsion. Once you build a ... let's say submarine, or floating drilling rig, you can come back to Verdure and find some of those same materials underwater there but not Kemik.


If you push too much to "endgame" then players will just not be incentivized to use them if they can finish the story/missions without it. You can see this in Satisfactory how some parts of the game can be completely ignored, like the trucking/trains when you can just make belt/pipe spaghetti. Things that increase the capacity of transport are important, but they will be ignored if the effort/cost to build it is too steep over just using the smaller craft with less materials. In Satisfactory, it's actually cheap to build rail (pipes and plates), but the signalling requires computers which is a mid-game part, a part that requires multiple inputs to manufacture. So you might start with point to point rails between resources and factories. Where as trucks in Satisfactory require plotting a path, and have trucking stations, the trucks are actually far more expensive to setup, (fuel has to be made, where as the trains do not.) If you are late enough in the game to be able to make end-game power sources, you pretty much never have to fuel them.


I strongly like the factory stuff as much as I like the trading stuff, but you need to have things that are "sink" items, stuff that are basically trade goods for the colonists, but are not something you need, and maybe not even make yourself. Like you might find that colony A wants "Marble statues" and colony B wants "Potato chip snacks", Colony B might make marble statues and colony A might make potato chip snacks, so you can just fill empty space in your ship with the items when you switch planets to do work on. Likewise with extra seats on your ship. If you want to move colonists around, you need extra seats and some food on board. Those might be worth a lot of money that you can then use to buy materials that aren't available on THIS planet, that you previously sold to this planet, or presumably another "trader" did.


Which opens up another thing, piracy/renegades that might intercept those supply ships once you setup an automated trade route. You need weapons/crew on those. Maybe you might want to manually do the trade route and take care of those renegades, or maybe just stick more turrets on the cargo ships.


Consider the possibility where the base you keep going to sell stuff at, keeps having it's cargo ships intercepted, the base never gets resupplied, and the costs go up on remaining materials. You might be able to sell to them at a premium, but they won't have very much to sell. Likewise, if you sell to the same base frequently, it runs out of money and the price it buys your stuff at lowers.

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Plants, drinking water, and animals!

We need to have animals on planets that give more than just meat - you get meat, fat, bones etc etc that can be used for cooking foods/soups.

Soups would require water. Which you can easily find on planets - although there is obviously ice. You could make ice take longer to convert to drinking water.

Players could explore planets looking for plants. Plants could be important ingredients for food - so having meat only offers little benefit but if you combine meat and plants together you get a proper meal - drastically increasing the amount of food you get.

Plants could be used to make paint.

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