Love the Game - My Suggestions
Posted: Fri Jul 10, 2015 8:15 pm
Hello,
The thing I most often run into is the irritating need to rebuild my blueprints every new game. It would be nice to have the game "save" a number of blueprints to persist from one game to the next - just to avoid the trouble of having to recreate them each time.
Give Construction Robots a means of destroying trees blocking a blueprint - or have them place what pieces of the blueprint they can for the moment.
An interface or some means of better communicating to the player that within the existing logistical network, the number of Logistic/Construction robots, and the number of which are active and how many are idle.
On Robo-Ports, some indicator of how many robots of which type are idle inside it, and how many repair kits are available from it.
A tutorial or some better educational tool for the use of red/green wires. I like to run a train who's only job is to visit each outpost and deposit laser turrets, wall sections, power lines, lights, repair kits, and construction robots as necessary. But I struggle with telling the Smart Inserter to only place so many of each item into the cargo car - it keeps filling up with wall sections and power lines, and the other items cannot be placed inside. I have written out and tried every permutation of smart inserter settings and still cannot get what I want. Really frustrating.
An indicator that a train is approaching on the tracks - some alert either on the astronaut's person or on the interface that a train will be where the astronaut is standing within the next 2 seconds.
Eject the astronaut from the engine of the train further away, so if the train is traveling on a diagonal track, the astronaut is not immediately killed - ejecting while going north/south east/west is completely safe.
Allow the astronaut to "destroy" a 10% production oil spot. Iron, copper, and stone disappear off the map as they are consumed. It is misleading that oil is represented on the world and on the map regardless of the quality of the supply.
The liquids transportation system is less than clear about its status insofar as how much you have, where it is going, and other expectations of the player. The supply of plastic bars runs out - how did it happen? When? Because oil pumps never run out, hitting a drought of oil is much more difficult to predict given the lack of visual cues. You can see the size of an iron patch walking past it while doing other tasks, or by quickly consulting the map, whereas you have to actively check the rate of each oil pump to know what's going on - whatever 87% means. No context.
Other than that, love the game! Even the parts I listed, I love those too.
Best $$$ I have ever spent on a video game. I've put probably 100 hours into this since I bought it earlier this year.
The thing I most often run into is the irritating need to rebuild my blueprints every new game. It would be nice to have the game "save" a number of blueprints to persist from one game to the next - just to avoid the trouble of having to recreate them each time.
Give Construction Robots a means of destroying trees blocking a blueprint - or have them place what pieces of the blueprint they can for the moment.
An interface or some means of better communicating to the player that within the existing logistical network, the number of Logistic/Construction robots, and the number of which are active and how many are idle.
On Robo-Ports, some indicator of how many robots of which type are idle inside it, and how many repair kits are available from it.
A tutorial or some better educational tool for the use of red/green wires. I like to run a train who's only job is to visit each outpost and deposit laser turrets, wall sections, power lines, lights, repair kits, and construction robots as necessary. But I struggle with telling the Smart Inserter to only place so many of each item into the cargo car - it keeps filling up with wall sections and power lines, and the other items cannot be placed inside. I have written out and tried every permutation of smart inserter settings and still cannot get what I want. Really frustrating.
An indicator that a train is approaching on the tracks - some alert either on the astronaut's person or on the interface that a train will be where the astronaut is standing within the next 2 seconds.
Eject the astronaut from the engine of the train further away, so if the train is traveling on a diagonal track, the astronaut is not immediately killed - ejecting while going north/south east/west is completely safe.
Allow the astronaut to "destroy" a 10% production oil spot. Iron, copper, and stone disappear off the map as they are consumed. It is misleading that oil is represented on the world and on the map regardless of the quality of the supply.
The liquids transportation system is less than clear about its status insofar as how much you have, where it is going, and other expectations of the player. The supply of plastic bars runs out - how did it happen? When? Because oil pumps never run out, hitting a drought of oil is much more difficult to predict given the lack of visual cues. You can see the size of an iron patch walking past it while doing other tasks, or by quickly consulting the map, whereas you have to actively check the rate of each oil pump to know what's going on - whatever 87% means. No context.
Other than that, love the game! Even the parts I listed, I love those too.
Best $$$ I have ever spent on a video game. I've put probably 100 hours into this since I bought it earlier this year.