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aixenv

Sergeant
13 Badges
Mar 18, 2018
99
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  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Cities: Skylines Deluxe Edition
Well with 160 hrs of playtime under my belt. I wanted to share a few observations and thoughts. As I believe I am done playing (for now tbd).

First, visually this game is beautiful. I also really enjoyed the LACK of hand holding in the beginning as that's what made it challenging. Once you figure everything out, it's near impossible to not make a successful colony.

I've made two self sustaining colonies one of 5k'ish colonists and one with 2k'ish colonists.

The last one was my best colony as I had worked everything out (all dome stats are > 95%)

Secondly, while there are definitely some major game impacting flaws I still enjoyed every hour. While I've been frustrated at times and wondered why didn't they include X in the base game... the sense of enjoyment was there always. That enjoyment is now basically gone, due to the fact i've been there done that.

I kind of treat this like cities:skylines, I played that non-stop and then realized it was pretty broken. Garbage truck / traffic route logic, etc. I left that game for a bit, and to my happy surprise they solved a lot of the issues. So I still go back every now and then to play that game. I hope this game has the same longevity.

There is definitely a lack of "end game". The most fun / challenging part of the game is when you start having to balance resources. Honestly though, with the 2k colony I did, with the hardest levels possible, dust storms all the time, wind all the time, lightning storms, and of course meteors pelting me all the time, I never really got "stuck". My mystery was the War one and I accepted the colonists and even thing managed just fine with all my resources. By the time the mystery had started I was self sustained and didn't even need any resources from Earth.

I believe the lack of issues with the last colony even at the hardest level is simply due to understanding all the mechanics and game play functions and how to best optimize everything thus lessening any possible challenge.

Note: i did segregate the sexes in my 2k colony to prevent the birth explosion "bug" (i consider that a bug because the birth rate is insane)

Issues that definitely need work:

1) birth rate
2) colonist AI
3) rover/transport route logic/routing
4) needs more buildings, not enough diversity
5) NEED FOR WAY BETTER colonist management tools (once this is there i might come back sooner)
6) ability to select multiple drones or items at once (take advantage of PC box drawing to select)
7) better end game, more mysteries, more reasons to continue building
8) dome connection logic (e.g. i live in dome A but work in dome Z)
9) trains/trams/transportation system
10) ability to specify on depots how much of a particular item to have stored there
11) ability to specify shuttles as ppl shuttles and resource shuttles

I have as i said really enjoyed the game but I guess it's time to go find another game to play. I'll be checking in here and there. Terrific game i can't _WAIT_ till the devs make it even better.

Great community start thus far. I don't think I've read even 1 thread where people are bashing other people. Keep it up.

Cheers!

surving-mars-colony1.PNG
 
Well with 160 hrs of playtime under my belt. I wanted to share a few observations and thoughts. As I believe I am done playing (for now tbd).

First, visually this game is beautiful. I also really enjoyed the LACK of hand holding in the beginning as that's what made it challenging. Once you figure everything out, it's near impossible to not make a successful colony.

I've made two self sustaining colonies one of 5k'ish colonists and one with 2k'ish colonists.

The last one was my best colony as I had worked everything out (all dome stats are > 95%)

Secondly, while there are definitely some major game impacting flaws I still enjoyed every hour. While I've been frustrated at times and wondered why didn't they include X in the base game... the sense of enjoyment was there always. That enjoyment is now basically gone, due to the fact i've been there done that.

I kind of treat this like cities:skylines, I played that non-stop and then realized it was pretty broken. Garbage truck / traffic route logic, etc. I left that game for a bit, and to my happy surprise they solved a lot of the issues. So I still go back every now and then to play that game. I hope this game has the same longevity.

There is definitely a lack of "end game". The most fun / challenging part of the game is when you start having to balance resources. Honestly though, with the 2k colony I did, with the hardest levels possible, dust storms all the time, wind all the time, lightning storms, and of course meteors pelting me all the time, I never really got "stuck". My mystery was the War one and I accepted the colonists and even thing managed just fine with all my resources. By the time the mystery had started I was self sustained and didn't even need any resources from Earth.

I believe the lack of issues with the last colony even at the hardest level is simply due to understanding all the mechanics and game play functions and how to best optimize everything thus lessening any possible challenge.

Note: i did segregate the sexes in my 2k colony to prevent the birth explosion "bug" (i consider that a bug because the birth rate is insane)

Issues that definitely need work:

1) birth rate
2) colonist AI
3) rover/transport route logic/routing
4) needs more buildings, not enough diversity
5) NEED FOR WAY BETTER colonist management tools (once this is there i might come back sooner)
6) ability to select multiple drones or items at once (take advantage of PC box drawing to select)
7) better end game, more mysteries, more reasons to continue building
8) dome connection logic (e.g. i live in dome A but work in dome Z)
9) trains/trams/transportation system
10) ability to specify on depots how much of a particular item to have stored there
11) ability to specify shuttles as ppl shuttles and resource shuttles

I have as i said really enjoyed the game but I guess it's time to go find another game to play. I'll be checking in here and there. Terrific game i can't _WAIT_ till the devs make it even better.

Great community start thus far. I don't think I've read even 1 thread where people are bashing other people. Keep it up.

Cheers!

View attachment 352490

Nailed it with this one aixenv! I don't usually enjoy these types of "sim" games, but I am loving this one. However, if the developers address the issues you identify, this game will jump to a new level!!! I especially like the idea of moving (not migrating) between domes. You could have industrial domes, habitat domes, entertainment domes, agriculture domes, etc.
 
It's a sandbox game with rather extreme amounts of sand.

8: This is a broken mindset of people who don't get the difference between Mars and Earth. A world where accidentally falling means you DIE, means you don't travel. Connected walkways is even worse because it would not only kill a single traveler it would kill multiple domes. On earth we generally try to design things to not kill people, on Mars you design things to kill fewer people, you just can't design it to not kill people.

Those colonist running across Mars makes me laugh out loud every time, because it's soo insanely unrealistic. They would be put into some type of transport box inside the rocket, bots could then carry directly out of the rocket and into the dome, preventing the danger of flimsy space suit accidents. The game does seems to be on really solid scientific ground, so if they let colonist run around in flimsy space suit because it looks better, that is okay. Though maybe at least 2 out of your first 12 founders should die on general principal when traveling to the dome.
 
Well with 160 hrs of playtime under my belt. I wanted to share a few observations and thoughts. As I believe I am done playing (for now tbd).

First, visually this game is beautiful. I also really enjoyed the LACK of hand holding in the beginning as that's what made it challenging. Once you figure everything out, it's near impossible to not make a successful colony.

I've made two self sustaining colonies one of 5k'ish colonists and one with 2k'ish colonists.

The last one was my best colony as I had worked everything out (all dome stats are > 95%)

Secondly, while there are definitely some major game impacting flaws I still enjoyed every hour. While I've been frustrated at times and wondered why didn't they include X in the base game... the sense of enjoyment was there always. That enjoyment is now basically gone, due to the fact i've been there done that.

I kind of treat this like cities:skylines, I played that non-stop and then realized it was pretty broken. Garbage truck / traffic route logic, etc. I left that game for a bit, and to my happy surprise they solved a lot of the issues. So I still go back every now and then to play that game. I hope this game has the same longevity.

There is definitely a lack of "end game". The most fun / challenging part of the game is when you start having to balance resources. Honestly though, with the 2k colony I did, with the hardest levels possible, dust storms all the time, wind all the time, lightning storms, and of course meteors pelting me all the time, I never really got "stuck". My mystery was the War one and I accepted the colonists and even thing managed just fine with all my resources. By the time the mystery had started I was self sustained and didn't even need any resources from Earth.

I believe the lack of issues with the last colony even at the hardest level is simply due to understanding all the mechanics and game play functions and how to best optimize everything thus lessening any possible challenge.

Note: i did segregate the sexes in my 2k colony to prevent the birth explosion "bug" (i consider that a bug because the birth rate is insane)

Issues that definitely need work:

1) birth rate
2) colonist AI
3) rover/transport route logic/routing
4) needs more buildings, not enough diversity
5) NEED FOR WAY BETTER colonist management tools (once this is there i might come back sooner)
6) ability to select multiple drones or items at once (take advantage of PC box drawing to select)
7) better end game, more mysteries, more reasons to continue building
8) dome connection logic (e.g. i live in dome A but work in dome Z)
9) trains/trams/transportation system
10) ability to specify on depots how much of a particular item to have stored there
11) ability to specify shuttles as ppl shuttles and resource shuttles

I have as i said really enjoyed the game but I guess it's time to go find another game to play. I'll be checking in here and there. Terrific game i can't _WAIT_ till the devs make it even better.

Great community start thus far. I don't think I've read even 1 thread where people are bashing other people. Keep it up.

Cheers!

View attachment 352490

Spot on. It is good to see what happens over the next weeks. Time to see which game is out there now to play.

Maybe time for another play of cities skylines to pass the time...
 
It's a sandbox game with rather extreme amounts of sand.

8: This is a broken mindset of people who don't get the difference between Mars and Earth. A world where accidentally falling means you DIE, means you don't travel. Connected walkways is even worse because it would not only kill a single traveler it would kill multiple domes. On earth we generally try to design things to not kill people, on Mars you design things to kill fewer people, you just can't design it to not kill people.

Those colonist running across Mars makes me laugh out loud every time, because it's soo insanely unrealistic. They would be put into some type of transport box inside the rocket, bots could then carry directly out of the rocket and into the dome, preventing the danger of flimsy space suit accidents. The game does seems to be on really solid scientific ground, so if they let colonist run around in flimsy space suit because it looks better, that is okay. Though maybe at least 2 out of your first 12 founders should die on general principal when traveling to the dome.

I disagree regarding walkways presenting an additional hazard. Connected walkways and tunnels between other domes and factories actual addresses your concern about "flimsy" space suits. If the tunnels were made from the same material as the domes, and you incorporated air locks on each end, as well as emergency isolation bulkheads, it would be safer than shuttle or drone transport.
 
I disagree regarding walkways presenting an additional hazard. Connected walkways and tunnels between other domes and factories actual addresses your concern about "flimsy" space suits. If the tunnels were made from the same material as the domes, and you incorporated air locks on each end, as well as emergency isolation bulkheads, it would be safer than shuttle or drone transport.

Look guys if we are talking realism, what about the Mars radiation?? Or the 'rocks' that crash down... getting hit by either of them would kill you. A bit of creative licence is OK in the game, but no colonist would accept that he/she is stuck in just one dome. Would you like to e stuck in just one and see that the other dome has a casino and all the fun?

That part of the simulation just needs a bit of tweaking.
 
Well with 160 hrs of playtime under my belt. I wanted to share a few observations and thoughts. As I believe I am done playing (for now tbd).

First, visually this game is beautiful. I also really enjoyed the LACK of hand holding in the beginning as that's what made it challenging. Once you figure everything out, it's near impossible to not make a successful colony.

I've made two self sustaining colonies one of 5k'ish colonists and one with 2k'ish colonists.

The last one was my best colony as I had worked everything out (all dome stats are > 95%)

Secondly, while there are definitely some major game impacting flaws I still enjoyed every hour. While I've been frustrated at times and wondered why didn't they include X in the base game... the sense of enjoyment was there always. That enjoyment is now basically gone, due to the fact i've been there done that.

I kind of treat this like cities:skylines, I played that non-stop and then realized it was pretty broken. Garbage truck / traffic route logic, etc. I left that game for a bit, and to my happy surprise they solved a lot of the issues. So I still go back every now and then to play that game. I hope this game has the same longevity.

There is definitely a lack of "end game". The most fun / challenging part of the game is when you start having to balance resources. Honestly though, with the 2k colony I did, with the hardest levels possible, dust storms all the time, wind all the time, lightning storms, and of course meteors pelting me all the time, I never really got "stuck". My mystery was the War one and I accepted the colonists and even thing managed just fine with all my resources. By the time the mystery had started I was self sustained and didn't even need any resources from Earth.

I believe the lack of issues with the last colony even at the hardest level is simply due to understanding all the mechanics and game play functions and how to best optimize everything thus lessening any possible challenge.

Note: i did segregate the sexes in my 2k colony to prevent the birth explosion "bug" (i consider that a bug because the birth rate is insane)

Issues that definitely need work:

1) birth rate
2) colonist AI
3) rover/transport route logic/routing
4) needs more buildings, not enough diversity
5) NEED FOR WAY BETTER colonist management tools (once this is there i might come back sooner)
6) ability to select multiple drones or items at once (take advantage of PC box drawing to select)
7) better end game, more mysteries, more reasons to continue building
8) dome connection logic (e.g. i live in dome A but work in dome Z)
9) trains/trams/transportation system
10) ability to specify on depots how much of a particular item to have stored there
11) ability to specify shuttles as ppl shuttles and resource shuttles

I have as i said really enjoyed the game but I guess it's time to go find another game to play. I'll be checking in here and there. Terrific game i can't _WAIT_ till the devs make it even better.

Great community start thus far. I don't think I've read even 1 thread where people are bashing other people. Keep it up.

Cheers!

View attachment 352490


My Top 11 changes as well... you hit the nail on the head!
 
I disagree regarding walkways presenting an additional hazard. Connected walkways and tunnels between other domes and factories actual addresses your concern about "flimsy" space suits. If the tunnels were made from the same material as the domes, and you incorporated air locks on each end, as well as emergency isolation bulkheads, it would be safer than shuttle or drone transport.

I agree that would be the way i see these domes being connected. Maybe with the ability to get a taxi in these tunnels for moving colonists. And it would make sense colonists would make use of these tunnels instead of going outside with their spacesuit.
 
I agree that would be the way i see these domes being connected. Maybe with the ability to get a taxi in these tunnels for moving colonists. And it would make sense colonists would make use of these tunnels instead of going outside with their spacesuit.

it would speed up the transfer from one dome to the next as well