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I got a duplicant stranded in space


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21 minutes ago, The Plum Gate said:

Wouldn't it be nice if rockets drifted from place to place and only used fuel to take off, land and change direction. 

Yea probably how it should work but then you create other problems lol
"oh no I spent all my fuel to change direction and now im just stuck going in a straight line till I crash", or "whoops guess were crashing into the planet because we didn't save enough fuel to land properly",
the current system is a simplification and maybe they will change it in the future but not sure the realism method would be all that different

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On that note, is there a way to set a destination for a rocket in space that still has plenty of fuel? Or can you only set a destination while it is on the ground? I tried everything I could think of, no success so far.

Update: Ok, forget it. After a reload I can set a destination again. 

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Some options I've been reading that I like are:

1) Sending another rocket to refuel the stranded rocket.  We could get a new rocket module that allows us to store and transfer fuel.

2) Sending another rocket to rescue the Duplicant.  We could get a new rocket module that allows Duplicants to transfer between the two rockets.

3) Self Destruct.  We could allow the Duplicant themselves to activate this within the stranded rocket or send a signal remotely from a Radio Station.

 

 

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Some dynamite and a button in the rocket for self destruction could be good idea :frog:

Does someone know if its possible to rename a rocket in space ? I would like to give stranded rockets dead names. Perhaps Klei can make these things possible and think of solutions for player stranded rockets ?

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I`m sending more Simple Jack rockets out, looking for asteroids...so maybe I soon have a few rockets stranded in space :culpability: ...with dead dupes inside. Cryo Frosting Chambers would be such a great addition to the game :rolleyes:

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1 hour ago, Smife said:

So unimmersive floating boxes in space is still a thing? Will the devs address this or do people actually enjoy this gameplay?

They will tell you, before they hit 1.0, and leave early access. A concept, you may want to learn something about, but it seems you do not know it very well.

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2 hours ago, Smife said:

So unimmersive floating boxes in space is still a thing? Will the devs address this or do people actually enjoy this gameplay?

Gameplay wise, I enjoy it a lot. It's a neat challenge making a compact space that not only keeps a dupe alive but also conducts certain tasks.

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1 hour ago, SharraShimada said:

They will tell you, before they hit 1.0, and leave early access. A concept, you may want to learn something about, but it seems you do not know it very well.

It seems you did not understand what I was talking about very well. The guy Electroely above did. Why couldn't you? I guess trying to act edgy is easier.

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5 hours ago, Smife said:

So unimmersive floating boxes in space is still a thing? Will the devs address this or do people actually enjoy this gameplay?

It looks like that was the devs` idea of the rocketry system. Some people like it this way. But i`m interested how do you imagine it. What is your best idea to "fix it"?

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1 hour ago, Sasza22 said:

It looks like that was the devs` idea of the rocketry system. Some people like it this way. But i`m interested how do you imagine it. What is your best idea to "fix it"?

I openly stated that I dislike this kind of approach and wanted to know do people feel the same. It's clunky, unimaginative and doesn't add anything new to gameplay. Actually, there were already concerns about the new rocketry the day it was announced. There's no need for this micro upon micro hell. Before your journey you simply supply the rocket with vital resources (O2, fuel, water using pipes; manually load food, bottled water, even meds etc). There could be a special tab showing how much and what type of resources you need depending on the nature and length of your journey and how many dupes you assigned. It will also keep track of everything, including dupe's health status, during the mission itself, while you continue managing your multiple colonies. Imo it's much more engaging than vanilla and not derpy like the current implementation. So yeah, a brief description of my idea.

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I can agree that it`s clunky. It could use a lot of QoL. I like the idea of auto calculating how much resources the crew will need during the journey. The current system just shows if the dupe has food for more than 2 cycles and if there is oxygen around. It could be expanded upon to provide some better data.

But i disagree that it doesn`t add anything new. The limited space is a challenge. At least i see it that way. It`s like with space missions irl where you need to fit the life support systems in a small can sent into space and still have enough room to do some research. The limited space tension is kinda cool but in the end it requires a lot of micro from us to get things going due to the nature of the game. That`s beacause we don`t have tools that would work in this scenario, like special small buildings (space toilet, space cot) and we have to rely on dropping stuff on the floor to fit both food and plastic for reasearch at times.

It think the system isn`t bad it just needs work to be less tedious to use. If it was just a preset capsule that needs a preset amount of stuff it would remove some cool things we can currently do with it imo. I like the freedom it gives us.

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2 hours ago, Smife said:

 

I openly stated that I dislike this kind of approach and wanted to know do people feel the same. It's clunky, unimaginative and doesn't add anything new to gameplay. Actually, there were already concerns about the new rocketry the day it was announced. There's no need for this micro upon micro hell. Before your journey you simply supply the rocket with vital resources (O2, fuel, water using pipes; manually load food, bottled water, even meds etc). There could be a special tab showing how much and what type of resources you need depending on the nature and length of your journey and how many dupes you assigned. It will also keep track of everything, including dupe's health status, during the mission itself, while you continue managing your multiple colonies. Imo it's much more engaging than vanilla and not derpy like the current implementation. So yeah, a brief description of my idea.

So you want vanilla rockets, but you have to supply resources as the only addition? If they did that to the DLC I'd want a refund. I don't know about this micro hell you're talking about as rockets can be fully automated as it is.

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3 hours ago, Sasza22 said:

That`s beacause we don`t have tools that would work in this scenario, like special small buildings (space toilet, space cot) and we have to rely on dropping stuff on the floor to fit both food and plastic for reasearch at times.

This. Specialised inner module buildings, at least that. Not medieval peasant beds in spaceships.

 

1 hour ago, UnderwearApp said:

So you want vanilla rockets, but you have to supply resources as the only addition?

No, you will still have a space map, other unique worlds to explore and setup colonies till your heart's content.

 

1 hour ago, UnderwearApp said:

If they did that to the DLC I'd want a refund.

No, you wouldn't.

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45 minutes ago, Smife said:

*snip

Not sure how you can presume to know what I would or would not do. Let's try to keep it civil.

And yes I'd want a refund if they removed rocket interiors (which I assume we're talking about). I like the rocket interior component of the gameplay. Removing it would make the rockets exactly like vanilla rockets, just with the need to add resources. And according to you there is no gameplay or choices there either. In your suggestion the game just "tells" you how much of everything you need. That doesn't sound fun to me.

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4 hours ago, UnderwearApp said:

Not sure how you can presume to know what I would or would not do. Let's try to keep it civil.

And yes I'd want a refund if they removed rocket interiors (which I assume we're talking about). I like the rocket interior component of the gameplay. Removing it would make the rockets exactly like vanilla rockets, just with the need to add resources. And according to you there is no gameplay or choices there either. In your suggestion the game just "tells" you how much of everything you need. That doesn't sound fun to me.

Well atm there's nothing unique about building in a rocket either. You just build...as you build on asteroids. More of the same, but with less space. Eventually players will come up with optimal builds and your "challenge" will turn into an extra chore.

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47 minutes ago, Smife said:

Well atm there's nothing unique about building in a rocket either. You just build...as you build on asteroids. More of the same, but with less space. Eventually players will come up with optimal builds and your "challenge" will turn into an extra chore.

I think it differs quite a bit from regular building, since the space is confined, completely isolated from the rest of the world and inaccessible while the rocket is in flight. It usually comes down to creating a compact, habitable environment out of stored resources rather than producing and processing resources to create a sustainable one on an asteroid.

I would imagine someone would eventually make an optimal rocket setup, but so far I've seen many set ups that vary based on the player's priorities and preferences, rocket module configuration and world progression. My favorite rocket setup typically requires very little input from me - dupes would automatically refill resources when it's landed, and the only action I need to do after takeoff is pick where to land, if I decided to go into orbit to do some research. Some other setups I've seen on these forums involve going as far as destroying buildings mid-flight to satisfy duplicant needs.

And lastly, even if there was optimal builds, why would I stick to them? That would be the same as sticking to popular geyser tamers, oxygen machines, etc. Just because it's optimal doesn't mean I'll have fun doing it. Designing these sort of things myself (with widely varying degrees of success) makes them feel much less like a chore and lets me have overall much more fun with the game.

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