Unlocking the mining base should slowly generate resources

electricbot shared this feedback 27 hours ago
Not Enough Votes

Hear me out


A lot of people plan on playing this solo.

I have left feedback stating that fetch missions aren't necessary convincingly 'colonization' right?


One way to improve that feeling is giving benefits to colonizing - such as:


Mining Base

  • mission complete to unlock the base
  • base provides you a boon of goods after unlocking
  • base provides X resources / min you can claim from time to time
  • base has its own upgrade contracts to increase yield
  • base has its own voice actor/hyper-radio chatter

Communications base

  • mission complete unlocks the base
  • base provides you with higher-tier unknown signals and hints about them
  • base has its own upgrade system for antenna which unlocks better unknown signals
  • base has its own actor as well to tell you about them

you can follow a similar formula for:

  • Material Processing Base
  • Player Tools Base
  • Ship Tools Base
  • Ship design base (part of an idea to guide newbies into making ships from scratch, hire me i just want to make games)

the great thing is that the boons from these wouldnt necessarily outcompete doing them yourself without prompting, but it would be extremely competitive for someone new to the game

Replies (2)

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I do like this idea, especially if you have to travel there to pick up the resources. In the future you could even setup trade routes/automated supply line. Where you provide a ship to an npc and designate them to pick up resources and deliver them to your base. It should be possible to code in finding the airlocks and parking.

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The problem I see is that you can't build on grids not your own and I don't know of a way to make those gids yours as of right now. This leaves us unable to fix or add drills to bases that have no drills.

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