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Benjamin.H

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Mar 19, 2018
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Hello Paradox team!
Firstly, thanks for such an awesome game. I've barely slept this week - it's so hard to stop when your colony forever hangs on the edge of failure.

Here is my feedback on the game so far. I don't normally post feedback like this, but I just love this game so much, apart from some nit-picky details.
  • Add an evacuation button for domes that are suddenly without life support. I was traumatized in my first play through when a meteor landed right on top of one my tunnels, cutting power, air and water from multiple satellite domes. My drones weren't able to rebuild the tunnel in time and I watched helplessly as hundreds of colonists suffocated. There should be a button for each dome that signals all colonists to run to the closest safe dome, or to form and orderly queue (women and children first) for emergency shuttles. Or just launch everyone into space in escape pods! That would look awesome, and then you have to rehabitate the dome yourself (either through some sort of retrieval, or with new arrivals). Makes things interesting!
  • There should be a mass transit system so that colonists can move between domes. They should be able to live in one dome and work in another, giving you the ability to specialize the domes. Maybe a personnel shuttle system? Although I think some sort of rail or tunnel system would be more fun to manage. You can add malfunctions and accidents that impact productivity!
  • Sorry to say it, but in my opinion, the pipes in the game are super ugly. Part of the fun of city building/management games like this is building something efficient, but also aesthetically pleasing! The raised pipes don't do it for me. Can they be combined with the power cables to service each building the same? Running them along the ground would look much better.
  • The cable/pipe malfunction notifications are really annoying, and mostly pointless. Perhaps replace it with a simple ticker that notes how many cable/pipe malfunctions are ongoing at any given time. Make it less important and noticeable, but still give you the information you need. Add a simple deficit number too.
  • The "research complete" notification is red and looks like a danger notification. Maybe change to blue like other good notifications? Or even another colour so it stands out more?
  • There needs to be a way to limit colony growth from babies. Either just an on/off toggle for "babies allowed" in each dome, or some sort of family planning management screen that gives you finer control of colony growth. It's disconcerting watching hundreds of homeless children run around domes on their own.
  • The priority system for resources/maintenance isn't super clear - it would be nice to have a more robust way of managing priorities in the colony. At bare minimum, there needs to be a way to designate a #1 priority for certain resources. When my fusion reactor goes down, I want every available, required resource directed to repairing that building (drones, shuttles, electronics etc) rather than still being split among other high priority buildings. Watching electronics being delivered to non-essential repairs during a power outage is infuriating.
  • Someone needs to find a cure for space madness - as my colony grew, I started getting notifications about colonists dying randomly, and I'd find their body sprawled out in the middle of the map where they'd run out and promptly suffocated. My only guess is that they try to run from one dome to another and don't make it? There needs to be some warning for this, and a way to manage it.
  • Once a colony starts to grow beyond two or there separate sites, shuttles start to do a really awful job at distributing resources. For example, I might have 4 domes that are starving, and a delivery of 1000 food across the map from my space elevator. I'd expect that every available shuttle would go to work delivering the food, but more often than not, I'll find idle shuttles at my hubs.
  • Following on from that, perhaps a way to specify whether a shuttle only focuses on a particular resource? Or ignores a particular resource?
  • The tooltip explanation for the shuttle hub gives you no info about how shuttles operate. It took me a while to work out how to get resources between domes. Need to add some explanation to the tooltip, particularly about how they require a depot at the receiving end before they begin to deliver (I assumed they could deliver to the ground, or straight to a building site but they do not)
  • There should be a way to upgrade or extend your drone control towers with satellite nodes that allow you to expand your area of operation. Having to set up self contained pockets all over the map wasn't satisfying to me. Make it like a network - when two sectors overlap, give us the ability to draw out what land each tower controls (kinda like how districts are done in Cities Skylines).
  • Reassigning drones from one tower/vehicle to another is really really tedious and difficult (clicking the damn things while they scurry around is nigh impossible). Same with trying to reassign a colonists from one residence to another. There should be an interface to do this.
  • High speed rail! A high capacity resource transport that can link far away sectors, so you don't have to rely on a slow trickle from your shuttles
  • It's very difficult to know whether you're going to run into a resource shortage in the near future or not. For metal, concrete and water, there should be an info display that tells you how much production you have remaining with your current extractors. I've been caught out multiple times when my metal or water deposit suddenly runs out because I was distracted.
  • Please place the daily production amount for resources alongside the total amount for easy viewing.
  • Same goes for power, O2 and water - I'd like to see my stored amount next to my balance
  • It should be more visually obvious when power, oxygen or water is in deficit - often it has to completely run out before I'll even notice
  • Food is particularly hard to manage - can you provide an "average daily growth" number?
  • Would love a more in-depth statistics screen for colonists and domes. Being able to view and sort data about homelessness, unemployment, resource consumption etc would be super helpful
  • For further end game content, I'd love to be able to research ways to move beyond domes. Perhaps some way of building and maintaining energy fields where life support can be maintained, but the borders can be set by the user (again, like districts in Cities Skylines). Then on to terraforming!!!
  • Why don't drones, vehicles and colonists travel through tunnels automatically? That feels like a bug to me.
  • Would love more info from the "buildings not working" notification - being able to see all the buildings in a list that have failed, as well as why, sorted by type or dome.
  • There should be a warning when a drone hub goes down. These things have no redundancy and often they'll go down silently and you won't know until your entire colony runs out of water/power/oxygen because all the buildings are broken
That's all I can think of for now. Once again, thank you all for an awesome game! I'm looking forward to the update and future expansions already!!!

-Ben
 
Upvote 0
I forgot a point!

When research is complete, clicking the notification should take you directly to the completed tech and highlight it. Often research takes many sols and I've completely forgotten what I was researching or what it did
 
while this is a generic "change request" thread

toss in:

1) the ability to specify numbers for how much of a particular resource you want delivered by elevator or cargo ship
2) the ability to "save" the settings for useful #1's and set it for a date/time (e.g. i'd like to send 200 food through the elevator ever 2 sols, click on the saved entry and boom done)
 
Hello Paradox team!
High speed rail! A high capacity resource transport that can link far away sectors, so you don't have to rely on a slow trickle from your shuttles
-Ben

Besides the other points that I totally agree with, for this the RC Transporter is quite good when you setup routes (but we need to say how many of them to fill)