Feels very weird abandoning the crashed ship and brother as a main objective

Wilhelm shared this bug 21 days ago
Not a Bug

Okay, simple feedback, you should absolutely have the first mission you do upon returning to space/orbit with your own ship be to locate the crash and get the brother and any crew 'stable'. You don't need to relocate them, you don't need to have the quest be to fix the ship in its entirety, just make it a stable 'base' of sorts.

The current state you leave an injured brother and (seemingly) ship on the verge of failure with hundreds? of cryo pods at risk of failing. You then go fix stuff around the star system and so far haven't given them a second thought. Tie the missions you're doing back somehow to fixing the ship. "Hey you need to learn how to work on propulsion systems level 2 in order to fix this part of the ship, go figure that out in orbit around Kemik", etc. As it is now (I know it's alpha), nothing I do after building the ship ties at all to fixing the initial storyline narrative of the crashed ship in urgent need of repair.

Replies (5)

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Crap this isn't a bug, it's feedback. I clicked the feedback tab and it gave me submit bug, which I guess could be a bug.

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Ah you to I see, welcome to the club.

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What if players expect to see the survivors in the Calypso cryopods? If they are not there, they will complain. If they are there, players will mess with the cryopods and then complain that the tutorial mission breaks. I'd rather hear a better, more urgent reason why he doesn't immediately return.

Like, Ivan reports he has the situation under control and his health is stable, but now he urgently need a hightech macguffin to fix/cure something important. So Miro says, "Instead of returning to the wreck, I'll find the other colonists and get the urgent macguffin for the Calypso, hold the fort for us!"

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yeah, this is absolutely fair, they need to at least story why you don't need to go back right away, or have the stranded brother be a regular mission source. As it is, it feels like you're abandoning a bunch of people in crisis to go screw around in space. Just feels off.

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The player dialogue does admit that they do not know where the colony ship is...

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That's just it, the way the dialog is written, it's left that she ship is in a dire situation and the sleeping passengers need immediate help. Let us know the situation has stabilized, or literally the most important thing the main character should be doing is finding the ship. Getting a bearing on a radio signal (since they're still in touch over radio) isn't rocket science, and in engineering-speak is just a matter of engineering...in space.

I think that's why this is jarring the way it is now (in its alpha state), as it's forcing a situation as though it's unsolvable but we're space engineers, it's solvable and not in a difficult way.

This is why I'd suggested that the intro after crashing in the landing pod would be to find resources enough to build a radio (battery and antenna) to even be in contact, then establish that tthe ship is either stable or how to get back with the hydrogen ship to start fixing it and stabilizing things by doing radial missions. Once that's set, then pick a brother and set out to do the rest of the campaign storyline.

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I would like to see the option to play as the brother on the crashed ship as an alternative FTUE.

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If I were to storyboard the quest line based on the framework here, I would do something like this:

1. Pick a brother, that's your character, the other gets hurt (honestly I would have this be a brother sister combo, so you could pick that way too) and remains on the ship.

2. Crash on the planet, skip the pre built resources, it's fine to have a mine nearby and a few things but no atmospheric ship. You have to build one from scratch if you want to get around.

3. Build a battery and antenna to establish long range comunication with the crashed ship.

4. Scour the area to build a ship, if you want to give us a blueprint found in an abandoned base, all good. Better not have all the components for it, but you should have enough skills to learn (via datapads ideally?) how to make the various parts. Go find ice, etc. Don't give us waypoints or put a radio at each destination, make us look. Even better if there are a few options so it's got a small amount of variation for each start so it's not a case of always flying straight to the next waypoint and handed more stuff.

5. Triangulate the destination to the crashed ship. Fly there and figure out what's needed to stabilize it. Radial missions in orbit to get the resources or find components on debris the ship left behind in its cinematic crash.

6. Ship is stable, now they're picking up a faint distant signal on the ship's antenna (leading to the crashed ship with the coordinates for Vallation.

7. Vallation station appears automated, and unattended, so let's defrost some of the crew from the crashed ship and move them there.

8. Not enough room to unpack everyone else, so go find or build more locations to unpack more colonists (other abandoned outposts in orbit or ground)

9 Radial missions from these places for things they need.

10. eventual goal is defrost everyone so they have a home, then hand off to the backstory and mystery of the almagest system.

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Hello Wilhelm,


Since this is a feedback and not a bug report, I will close this thread.

Please repost this on our Feedback section if you haven't already.


Kind Regards,

Bartosz

Keen Software House

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