#Feedback: Some suggestions

1 messages · Page 1 of 1 (latest)

plucky walrus
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  • Could you do more with the fact you're on the moon? It's a vacuum: maybe make an airtight door for corridors and add depressurisation events that cut off parts of the base? The crater is permanently dark but what if certain areas weren't? Solar panels for power? Radiation damage?

  • Astronaut shifts don't constrain play very much. It would be interesting if the astronaut cap was tighter so turning off part of the base when not needed was useful. This might also lead to wanting to send an astronaut back to earth if I brought the wrong people, but it would need some way to see all the shifts for all astronauts and make reassigning people easier. I contemplated reassigning my scout driver but decided not to because it would be such a pain to free up someone to drive the scout when I did need it.

  • Random events that damage the base or landing pad, not just the vehicles/astronauts. Maybe also lost shipments (the shuttle launch failed).

  • I'm looking forward to being able to do more with the other regions than just explore them. That will need ways to transport people/goods between regions, so more astronauts leaving the base, new vehicles, more potential events and rescue missions.

tardy spadeBOT
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