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foothill

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Feb 5, 2011
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First off, I am liking the game so far. I just think that it could benefit by giving us players another option to tweak difficulty.

TL;DR I would like to be able to adjust just how true-to-life the simulation is.

I am a big fan of science and space exploration so this game is right up my alley. The base game is entertaining but, in reality, offers little way in the actual challenges that life on Mars would present.

1. Recycling
The 1st Law of Thermodynamics states that energy cannot be created or destroyed. As the game is now, all resources are destroyed when they are used. For instance, metal is destroyed when used for maintenance which is unrealistic when put up against physics. In all reality, the only resources that can be eliminated should be water, oxygen, and rocket fuel. To increase realism, repairs should use metal and output scrap which would need to be processed back into usable metal. This could be applied to machine parts and electronics as well. Even plastics should be recyclable. With the base game colonies will eventually run out of material an that's why wonders that provide unlimited resources were added which feels gamey.

2. Waste
Your colonists eat and drink but, unrealistically, produce no waste. What to do with that waste would be one of the biggest challenges of colonizing Mars. Adding in sanitation would increase complexity and overall challenge.

3. Flight Time
It should not take a day-and-a-half to fly from Earth to Mars. To increase difficulty, there should be launch schedules as part of mission planning and long flight times. Such as: in planning, you set up how long after your first rocket or two departs to set up the infrastructure before your first passenger flight takes off. This is a clock that does not stop ticking giving us a limited amount of time before our colonists arrive to get things up and running. Basically, the mission starts months before your first rocket touches down and the colonists are already on their way, ready or not. All sorts of variables here to adjust to make things more realistic.

4. Extra Resource Types
I would think that resources like aluminum and silicon would be important in building a colony. I understand that these resources are being abstracted to metals and concrete to decrease the learning curve but I think that adding them in would make things a bit more interesting. There are a lot of avenues to increase complexity available here.

5. Facilities Decay
All things wear down and break but the rate that structures decay now is quite rapid. Furthermore, how does a solar panel need metal to repair when it should need a good dusting? There is a lot that can be done here to increase realism.

If I really thought about it, I probably could come up with a lot more realism improvements. Surviving Mars has huge potential. It just has a real arcade feel to it now. I know that making it easier increases the amount of initial players but, to make this game last and stand out, I think that it could benefit from the ability to increase the realism factor. To me, surviving life on Mars is quite trivial once you understand the game's mechanics. There really isn't much depth otherwise.

BTW, Surviving Mars is visually fantastic. Good job to the graphic design team.
 
Regarding time related concerns, in-game sols are both effectively a day and a year. Think of it the same way in Cities Skylines the calendar will be ticking by while the day night cycle is going on its own.

So, fir the purposes of a day night cycle, and exploration and disasters, a sol is a day. For most other things, its a year. A common city building conceit.
 
Good post. I'm hoping the modding community can make some great science and realism mods. I'm already working on multiple.
 
Complete overhaul mod, as for the concept of waste, The Martian gives a perfect example of how to use waste, plant food.
It will come eventually. Just need to be patient. There is a lot of missing documentation so us modders are having to dig through hundreds of files to find what we are looking for.
There are quite a few things we are trying to do but have not found yet.
 
Don't want to point any fingers but... bit lazy by the developers to not release full documentation on how modding works which right now is forcing modders to look for the stuff themselves and I'm pretty sure that is frustrating the hell out of modders.
 
In all reality, the only resources that can be eliminated should be water, oxygen, and rocket fuel.
Technically, no recycling systems, no matter how well built, are ever going to reach 100% efficiency - some waste is too concentrated/degraded to recycle, and before reaching that category, there will be an area of negative returns.
 
Technically, no recycling systems, no matter how well built, are ever going to reach 100% efficiency - some waste is too concentrated/degraded to recycle, and before reaching that category, there will be an area of negative returns.
If we make a game perfectly match reality, it wouldn't be any fun and I get that. I am just trying to offer suggestions to increase the depth of the core game to make it a bit more challenging and increase the replay value. Is it playable, yes. Is there depth? Not really.
 
Sure, but in a way, you already have a realistic solution there. You could add tech reducing maintenance needs, to keep that recycling efficiency abstract (it's definitely not something you need to show), and there's a lategame option almost entirely eliminating it.
 
Technically, no recycling systems, no matter how well built, are ever going to reach 100% efficiency - some waste is too concentrated/degraded to recycle, and before reaching that category, there will be an area of negative returns.
We can simplify, or go even further, and state that your waste disposal generates some really bad waste stuff, what you want to do with it? Toss outside the airlock (and start destroying Mars from day one) or process and neutralize it, which needs more building and energy and stuff, adding a nice extra complexity to a now very basic game.
 
We can simplify, or go even further, and state that your waste disposal generates some really bad waste stuff, what you want to do with it? Toss outside the airlock (and start destroying Mars from day one) or process and neutralize it, which needs more building and energy and stuff, adding a nice extra complexity to a now very basic game.
This, I like a lot ;)