Well last many hours after slid by and man do I love this game. If I was too have a wishlist to improve things, this would be it:
The pathing AI is underdeveloped, colonists will go on an asphyxiation length walk around a mountain rather than 1) taking shuttles or 2)going through the tunnel underneath which is how we got to the other side in the first place. Rovers will ignore the tunnels as well unless specifically told go through the tunnel.
Drone ai needs some work, on several occasions watched as a drone hub with 20+ drones move one resource at a time to a build site. 19 drones sitting around an one drone that could, running back and forth grabbing stuff from full stockpiles. The ability to select more then one drone would be very nice, transferring up to the max 20 to a rover for a building project and then transferring them back one at a time is boring and inefficient.
Supply piles and supply lines. Larger universal supply piles, in a major construction project you can cue easily several hundred resources and putting down several piles that fill up. Multiple pile ends up confusing drones and shuttles. 30 is often just enough for one or two buildings.
Reactionary supply lines aren't great and manual ones is extremely micromanagement heavy. Maybe a supply node that you can set to automatically request that a certain amount is kept in the centre. Keep the resources moving naturally away from production centres so they don't clog up, to the rest of them map. As well the ability to include drone or rover transports into a somewhat automated resource shuffle will help with a lot with bottlenecks and help prevent stalled expansion early on before you get shuttles. Preemptively moving resources to where you will need them, like a wonder site or a location that doesn't produce some of the needed materials. I.e. the metal deposits are on the low ground so that's where the dome and machine parts factories are but the high ground is where I get the best wind power so I need a lot of machine parts on top of a cliff, all the time. but I also don't want to empty my stockpiles down below because it'll be need for expanding.
Renegades need some way to be deal with them other than dropping them in an isolated dome and turning off the air. Right now they are objectively worse than other citizens and hand in hand with the next point easily replaced usually.
Population boom, after the early game struggle for personnel and the middle game efficiency struggle in the late game the populus starts expanding so quick all my resources go to slapping up more domes. Exponential growth problems that spiral into renegade issues and resource exhaustion, while a biting commentary on today's society should have a resolution in space future.
Really missing from the game is any kind of governing policies.
The filtering by traits in each dome can use expansion, most importantly a 'if you DON'T have this trait you cannot be here' allow you to make drunk tanks and cure them. As well the ability to set target numbers of people with specializations or traits. I want enough adults in the mars children's creche to feed them and keep the the youth happy until they grow up to be fully educated/specialized members of society, once they're educated kick them out make room for the next.
The upgrade that lets the RC Rover never have to recharge really should allow the other rovers to not need recharging as well. Nothing quite like having the rc rover follow the explorer everywhere because one good anomaly and the battery is half dead.
A repeatable research for more colonists (let 'live from mars' be repeated?) as it's kinda strange that at the mid-endgame your pool of possibles is limited to only the idiots that you've rejected until now. Especially with the dramatically increased number of people the shuttles can carry.
A late game tree dome to passively produce oxygen, a sign of terraforming and looks better than a dozen moxies in a line. A late game water supply that's not just 2 dozen condensers in a line. Larger dome buildings to deal with late game colonist need spam. I would much prefer to have a single more efficient shopping centre that covers food, social, gaming, luxury, dining and shopping. Rather than have to but down one of each building every time I need to make a new dome.
Factory boosting spire. A shuttle hub spire. A break though tech that allows a 3 spire megadome
An underground network system between domes, expensive but faster safer transit of colonists and resources and ignores dust storms for late game progress
Some amount of terrain sculpting my big mega dome cannot be placed because the ground has three little potholes in it
Some way to counter dust storms and dust devils. Late game, meteors become largely irrelevant with the MDS system and cold snaps are problematic only if you're not prepared for them and irrelevant late game with the heater costs becoming minimal. Dust devils will show up anywhere and just wreck things while dust storms (electric ones as well) become just a game slowing inconvenience late game. The storms interrupt your supply lines for anything that's not ground based and your Moxies and condensers. If you've built a huge stockpile of water and o2 you're golden. You just sit and wait for nothing to happen. Waiting for 2-3 sols is boring.
Wonders could use some tweaking. Being able to make more than one of some of them, the artificial sun, the excavator and the geoscape dome are all achievements of engineering and useful but there is no reason to only build just one. The space elevator is nice, you should be able to land, resupply or order colonists through it as well Lost an entire colonist pod to a dust storm because they starved in orbit even though I could have brought them down the elevator, or probably easier to do, shipped supplies up to them so they could have a longer you must land or die timer. A suggested wonder would be similar to the omega telescope maybe twice as expensive and only unlock one breakthrough but you could build it repeatedly (The omega analysis centre? Massive banks of processing to process the information the telescope gets.) To pad out the endgame with goals. A wonder grade dome/spire to treat all those that the sanatorium cannot perhaps?
The pathing AI is underdeveloped, colonists will go on an asphyxiation length walk around a mountain rather than 1) taking shuttles or 2)going through the tunnel underneath which is how we got to the other side in the first place. Rovers will ignore the tunnels as well unless specifically told go through the tunnel.
Drone ai needs some work, on several occasions watched as a drone hub with 20+ drones move one resource at a time to a build site. 19 drones sitting around an one drone that could, running back and forth grabbing stuff from full stockpiles. The ability to select more then one drone would be very nice, transferring up to the max 20 to a rover for a building project and then transferring them back one at a time is boring and inefficient.
Supply piles and supply lines. Larger universal supply piles, in a major construction project you can cue easily several hundred resources and putting down several piles that fill up. Multiple pile ends up confusing drones and shuttles. 30 is often just enough for one or two buildings.
Reactionary supply lines aren't great and manual ones is extremely micromanagement heavy. Maybe a supply node that you can set to automatically request that a certain amount is kept in the centre. Keep the resources moving naturally away from production centres so they don't clog up, to the rest of them map. As well the ability to include drone or rover transports into a somewhat automated resource shuffle will help with a lot with bottlenecks and help prevent stalled expansion early on before you get shuttles. Preemptively moving resources to where you will need them, like a wonder site or a location that doesn't produce some of the needed materials. I.e. the metal deposits are on the low ground so that's where the dome and machine parts factories are but the high ground is where I get the best wind power so I need a lot of machine parts on top of a cliff, all the time. but I also don't want to empty my stockpiles down below because it'll be need for expanding.
Renegades need some way to be deal with them other than dropping them in an isolated dome and turning off the air. Right now they are objectively worse than other citizens and hand in hand with the next point easily replaced usually.
Population boom, after the early game struggle for personnel and the middle game efficiency struggle in the late game the populus starts expanding so quick all my resources go to slapping up more domes. Exponential growth problems that spiral into renegade issues and resource exhaustion, while a biting commentary on today's society should have a resolution in space future.
Really missing from the game is any kind of governing policies.
The filtering by traits in each dome can use expansion, most importantly a 'if you DON'T have this trait you cannot be here' allow you to make drunk tanks and cure them. As well the ability to set target numbers of people with specializations or traits. I want enough adults in the mars children's creche to feed them and keep the the youth happy until they grow up to be fully educated/specialized members of society, once they're educated kick them out make room for the next.
The upgrade that lets the RC Rover never have to recharge really should allow the other rovers to not need recharging as well. Nothing quite like having the rc rover follow the explorer everywhere because one good anomaly and the battery is half dead.
A repeatable research for more colonists (let 'live from mars' be repeated?) as it's kinda strange that at the mid-endgame your pool of possibles is limited to only the idiots that you've rejected until now. Especially with the dramatically increased number of people the shuttles can carry.
A late game tree dome to passively produce oxygen, a sign of terraforming and looks better than a dozen moxies in a line. A late game water supply that's not just 2 dozen condensers in a line. Larger dome buildings to deal with late game colonist need spam. I would much prefer to have a single more efficient shopping centre that covers food, social, gaming, luxury, dining and shopping. Rather than have to but down one of each building every time I need to make a new dome.
Factory boosting spire. A shuttle hub spire. A break though tech that allows a 3 spire megadome
An underground network system between domes, expensive but faster safer transit of colonists and resources and ignores dust storms for late game progress
Some amount of terrain sculpting my big mega dome cannot be placed because the ground has three little potholes in it
Some way to counter dust storms and dust devils. Late game, meteors become largely irrelevant with the MDS system and cold snaps are problematic only if you're not prepared for them and irrelevant late game with the heater costs becoming minimal. Dust devils will show up anywhere and just wreck things while dust storms (electric ones as well) become just a game slowing inconvenience late game. The storms interrupt your supply lines for anything that's not ground based and your Moxies and condensers. If you've built a huge stockpile of water and o2 you're golden. You just sit and wait for nothing to happen. Waiting for 2-3 sols is boring.
Wonders could use some tweaking. Being able to make more than one of some of them, the artificial sun, the excavator and the geoscape dome are all achievements of engineering and useful but there is no reason to only build just one. The space elevator is nice, you should be able to land, resupply or order colonists through it as well Lost an entire colonist pod to a dust storm because they starved in orbit even though I could have brought them down the elevator, or probably easier to do, shipped supplies up to them so they could have a longer you must land or die timer. A suggested wonder would be similar to the omega telescope maybe twice as expensive and only unlock one breakthrough but you could build it repeatedly (The omega analysis centre? Massive banks of processing to process the information the telescope gets.) To pad out the endgame with goals. A wonder grade dome/spire to treat all those that the sanatorium cannot perhaps?
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