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Apr 14, 2021
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So first, question, what is the likelihood of ideas being implemented into the game or out of all the ideas that have been suggested by the community, how many have been implemented?
So to start things off, I've played a good some of RTS Top/Down Games. I have been waiting for a game to come out that would really meet the parameters for it, a map that is endless in relativeness to its dynamics, operation, amount of maps, I've come to find out that you guys have 50k+ coordinates, yet, in order to colonize a new area(coordinate) you have to restart and make a whole new save and different sponsor, that right there doesn't flow in my mind to how the dynamics should work, I would really like it if it was logical to the dynamics of the game, I understand that it may be an overload. I just have a hard time believing that, I see that the FPS drops alone just by having a lot of shuttle pods active. It's just so many other games have insanely more performance effect on the console or PC you play on like Call of Duty games, Battlefields, not even console-based games take near as much as some computer games that I can't name.
In short:
World map, instead of bordered map(specific coordinate)
Rocket Repositioning should have been implemented from the get-go, and it would aid with the world map
Colonize multiple coordinates separated from each other or neighboring to each other, just determining on the person's preferred topography desire, I am extremely into settling in areas that I find to be interesting and unique to build on, I am into extremely steep areas, not so much, flat areas, it's kind of boring not have any natural land formations tiering from one to the other.
The game has a Wormhole "Breakthrough" or "Tech" that I cant seem to find out how to use without looking up how to use it, let that be a capability to let your spectating camera bounce between different colonized coordinates, and just pan to the colonized neighboring coordinates.

Here's a simplified to the point idealist of mine:
  1. Elevators, big visible ones, and separate sizes for various lift loads and capacity, small for Colonists, medium for Drones, and large for Rovers, so instead of having the Rovers, Drones, colonists cant use tunnels but instead of them having to do countless loops from here to there, you can have elevators attach to hillsides, make them be able to go out in different directions instead of a typical 90-degree elevator, have it to where you can construct them at a pitch, like a ramp elevator to the degree of the slant to the hill you're wanting to build on or an inverted slant elevator.

  2. BRIDGES, Bridges, bridges, makes no sense, why aren't there bridges and not just constructible bridges, landform bridges your able to flatten, to begin with, and sadly not being able to raise, or dig, luckily a mod aids us gamers with that. make it to where it works just like the pipe system works with the legs that go down to the ground after every 4 hexes, but much more hexes with landform or normal bridges, every twelve or 8 so you can build beneath or bridges that go over domes can use the dome as support instead of legs being there the dome replaces them.

  3. Cable Cart Material Conveyor, like how they have in actual mines, big mines, to get the material from the bottom of the mine faster they had cable carts, I think that would aid in allocation requirements going from shuttles going to depots up top, to bring it back down below, and transport rovers, half or more of there efforts would be diminished because of situated Drone hubs bringing the material or waste rock to the Cable Cart, plus again it works a lot like pipe legs going to the ground every so hexes, it would do so but flatten one hex on the hillside(slant) every so hexes going down the hill, buildable at a slant. to slightly slanted(almost vertical) zig zag back and forth transportation conveyor fashion.

  4. Underwater City, with its own camera setting, if a city is built beneath a rain lake, which that really fast should be enabled automatically without your control, if it rains the areas that are bowls, should fill up and continue to fill up until maintained(water pumped out), which should be an essential function to hydroelectric damns, water control, flood prevention, water diversion, there should be Water pumps in the game, that prevent flooding, flood gates, flood diversion pipes, so in case if the neighboring coordinate is say, a big basin, put pumps in the bowls that you colonized in and build pipes from them to the desired diversion areas, and watch them fill, and inventions that burn water to also control the water level of prioritized areas. PS: Amphibian upgrades should be implemented for Rovers, Drones, and Colonist transport should be a thing just like the Safari Rover but just for Colonists or make it to where you can set it up just like the shuttle to only pick up material, or people or set up to do both, do that for Safaris

  5. That is just a starter, I'll be back to suggest more, hope someone that worked on the making of Surviving Mars takes the time to read and consider, Have a good day Paradox, I know you are the publishers, but hopefully, it gets to someone, plus all ideas are for DLC suggestions because I really hope you guys aren't done after Green Planet DLC
 
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