Hello everybody.
Under this line, you will find a lot of text from not an English speaker.
I ask you not to ignore mistakes and, if possible, give recommendations and corrections.
Words of gratitude.
(This is a gratitude to all participants. I'm afraid I missed someone, and could offend them. Forgive me if this is so.)
Congratulations to "Paradox" and "Haemimont", you managed to incredible - I did pre-order the game, and registered on a forum where there is no section with my native language (and any communication here will be difficult for me). I did it and I'm happy! Thank you. I have not played yet, but I'm already grateful to you. You are a true paradox.
I hope that the community will accept this game well, and will support (financially) its further development.
Thank you again and good luck.
Questions.
Ideas.
I know that I can repeat some of the ideas already expressed, but I want to express my opinion and do it in one place.
We are talking about the game and the game process. It should be interesting, balanced and diverse(a variety of gameplay). I will (try) based on these three concepts in my proposals.
Thank you.
Under this line, you will find a lot of text from not an English speaker.
I ask you not to ignore mistakes and, if possible, give recommendations and corrections.
Words of gratitude.
(This is a gratitude to all participants. I'm afraid I missed someone, and could offend them. Forgive me if this is so.)
Congratulations to "Paradox" and "Haemimont", you managed to incredible - I did pre-order the game, and registered on a forum where there is no section with my native language (and any communication here will be difficult for me). I did it and I'm happy! Thank you. I have not played yet, but I'm already grateful to you. You are a true paradox.
I hope that the community will accept this game well, and will support (financially) its further development.
Thank you again and good luck.
Questions.
- Could you tell me where I can find information about the development of modifications for "Surviving Mars".
- Am I right that the further development (patches and additions) of "Surviving Mars" will not include - "Multiplayer mechanics", "Terraforming", "Politics", "the possibility of military confrontation", "Earth more impact on the colony", etc. And it can only be expected in "Surviving Mars 2"? Are there any talks about "Surviving Mars" as series or like a single?
- Is it possible to play on a larger map, or is there any way to increase the size of the selected sector?
- I've seen some problems with finding a way by transport through the tunnel. If you order the transport to go to a place to which there is no way to get there (without using the tunnel) - it will just be stuck in the mountains, and therefore you need to manually pass it through the tunnel. Perhaps someone has already mentioned this, but I have not seen a mention.
- What happens if the last rocket is destroyed? (I'm sure it was somewhere, but I can't find it.)
Ideas.
I know that I can repeat some of the ideas already expressed, but I want to express my opinion and do it in one place.
We are talking about the game and the game process. It should be interesting, balanced and diverse(a variety of gameplay). I will (try) based on these three concepts in my proposals.
I can talk about laying pipes and wires, and about building generators and storage facilities underground. But I will not. Most likely it will be difficult to maintain this for drones. So I'll only talk about the underground dome.
How to get it? - Certainly, some research('s) is needed for underground construction. You can also add a sponsor and a commander with bonuses in this.
An important limitation. - Mines and underground domes interfere with each other and will cause an "intersection". But it is possible if previously there existed a mine - in this place it will be easier to build an underground dome.
Influence of the environment. - Sand and sandstorms, lightning is not a problem for the underground dome. Meteorites cause less damage. "Cold Waves" is the opposite - a more terrible threat.
The construction process. - Any underground construction means that there is a lot of "waste rock", and perhaps very rarely any resource. I think that it might look like a few vertical entries for the drones, which first take out "waste rock", and then they bring in resources for the construction. They can be built as separate complexes, and can be combined with ground domes. When combined, they will function as a unit (elevators will appear to move between the ground part and the underground one).
Size and form. - Let them have the form of a circle and have 3 sizes (according to the usual domes), and possibly an analog of "Geoscape".
The cost of construction and maintenance. - Let's base on a similar ground dome. It is necessary to reduce the amount of necessary concrete, increase the time of construction and increase the consumption of electricity.
Features. - In such domes there is no possibility to build spiers. Living (and working) in them badly affects the morale. In the underground domes, mushrooms grow a little better and other food products grow much worse.
What do we get as a result?
Technologies. - 3 technologies for the possibility of building each type of underground dome. Technology for the possibility of building an underground version of "Geoscape". The technology removes the need for concrete for the construction of the dome. Technology reduces the moral penalty for living and working in such a dome. Technology makes them more meteorite resistant. Technology that allows them to place a spire. Technologies for increasing yields on farms under the ground. Technology for a new type of underground housing.
The colonists. - New flaws (interfering with normal living and working under the ground), quirks (at birth under the ground) and perks.
Buildings. - Only three domes (and one more) and one type of housing.
How to get it? - Certainly, some research('s) is needed for underground construction. You can also add a sponsor and a commander with bonuses in this.
An important limitation. - Mines and underground domes interfere with each other and will cause an "intersection". But it is possible if previously there existed a mine - in this place it will be easier to build an underground dome.
Influence of the environment. - Sand and sandstorms, lightning is not a problem for the underground dome. Meteorites cause less damage. "Cold Waves" is the opposite - a more terrible threat.
The construction process. - Any underground construction means that there is a lot of "waste rock", and perhaps very rarely any resource. I think that it might look like a few vertical entries for the drones, which first take out "waste rock", and then they bring in resources for the construction. They can be built as separate complexes, and can be combined with ground domes. When combined, they will function as a unit (elevators will appear to move between the ground part and the underground one).
Size and form. - Let them have the form of a circle and have 3 sizes (according to the usual domes), and possibly an analog of "Geoscape".
The cost of construction and maintenance. - Let's base on a similar ground dome. It is necessary to reduce the amount of necessary concrete, increase the time of construction and increase the consumption of electricity.
Features. - In such domes there is no possibility to build spiers. Living (and working) in them badly affects the morale. In the underground domes, mushrooms grow a little better and other food products grow much worse.
What do we get as a result?
Technologies. - 3 technologies for the possibility of building each type of underground dome. Technology for the possibility of building an underground version of "Geoscape". The technology removes the need for concrete for the construction of the dome. Technology reduces the moral penalty for living and working in such a dome. Technology makes them more meteorite resistant. Technology that allows them to place a spire. Technologies for increasing yields on farms under the ground. Technology for a new type of underground housing.
The colonists. - New flaws (interfering with normal living and working under the ground), quirks (at birth under the ground) and perks.
Buildings. - Only three domes (and one more) and one type of housing.
If you have two drones control centers, and their coverage areas cross each other (if the signal from one building can get into another building) - why would drones managed by one and the second control center not work together?
Based on this you can add to the game: Technology is opening this opportunity (and several more technologies) and a repeater building, which can be a link for linking control centers.
Based on this you can add to the game: Technology is opening this opportunity (and several more technologies) and a repeater building, which can be a link for linking control centers.
Mysteries it's cool. But what about small missions during the game? Missions are similar to the mission at the beginning, when the first colonists arrive. For an example - To meet and place a delegation that arrives a few sols and then leaves for Earth (You will receive an influx of applicants and funding). On approach to Mars, a rocket with colonists had problems and it is necessary to send assistance to them as soon as possible, or the rocket will fall. Etc.
Outbreaks in the sun that damage drones and vehicles, buildings and energy supply lines.
Earth(Mars)quakes, eruptions and CO2 geysers. This may be a mystery, as activity on Mars has stopped long ago, and Mars may suddenly begin to wake up.
Soil weakening is just as dangerous, but it can also change the landscape and give new opportunities.
Earth(Mars)quakes, eruptions and CO2 geysers. This may be a mystery, as activity on Mars has stopped long ago, and Mars may suddenly begin to wake up.
Soil weakening is just as dangerous, but it can also change the landscape and give new opportunities.
Thank you.
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