Planetbase

Planetbase

Planetbase Workshop
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richard.deem 15 Nov, 2017 @ 8:05pm
Expansion and enhancement ideas for the dev team :)
Playing hours of this game always gets me to a point where I feel... stuck. I like how challenging it is in the beginning, but the challenge decreases as you go along. I already believe it's a great game for its price point and number of releases we get in a year. Seriously, you don't always see that with some of the more expensive games.

That all said, I think there are lots of ways this game could improve that would excite more of Planetbase's more experienced players. Maybe more modding capabilities will be an easier lift, but if the devs are ever looking for ideas for a future release... here are just a few I may have spent too much time dreaming about. Wondering if others have had some similar thoughts/ideas.

Colonists
  • Ability to change names
  • Chance that they may riot if enough colonists are unhappy
  • Add in aging. If they get to a certain age, they can no longer work. Too much older, they die. Also more prone to disease and injury.
  • Ability to reproduce if happy (maybe new dome like nursery, cloning, etc?)
  • Ability to send on a mission to another colony to raid like some of the visitors that come to your colony
  • New late game colonists such as
  1. mayor/governor/captain (can help increase prestige, diplomacy with other colonies, reduce
  2. change of colonists rioting)
  3. scientist (advanced research for new construction, technology, and colonist abilities)
  4. demolitionist (remove large rock barriers
  5. entertainer (helps boost morale late game)
  6. Doctor (advanced medical professional who can only research and treat on late game illnesses; necessary for nursery)
  7. teacher (to help colonists become trained/skilled in one of the late game colonists)
  8. Commander - human captain of starships
  9. Explorer - helps find new colonies/planets


Robots
  • Robot takeovers - if robot intelligence and numbers get to a certain point, they start to plot taking over the colony, killing all human life
  • Captain - able to steer starships to other colonies
  • Nurse - able to heal less serious injuries
  • Soldier - can help fight intruders or go on raid missions
  • Earthbots - able to help maintain plants like biologists

Buildings
  • Hospital - where doctors work
  • Nursery - where colonists are born
  • Arena - where entertainer can put on shows
  • Barracks - robot soldiers are kept here, under supervision by guards
  • Government center - Base's mayor's headquarters (only 1 allowed)
  • Research center - scientist's lab
  • University - where the teacher or scientist can lecture older colonists to gain other more advanced skills
  • Retirement lounge - where older colonists go to live
  • School - for younger colonists who don't have a skill (born on colony)
  • Shipyard - for building of ships
  • Arsenal - for more advanced weapons and tools for demolitionist
  • Observatory - place where explorer searches for new colonies
  • Prestige buildings

Other Mechanics
  • Can explore new colonies and eventually raid them/start diplomatic relations
  • Late research allows to mine for more valuable materials needed for advanced technologies
  • Colonists and robots can riot
  • Election of the base mayor
  • Ability to create non-linear connections (curved, diagonal, etc)
  • Raiding colonies with prestige higher than yours decreases your prestige
  • Prestige tied to morale or overall happiness with elected mayor

These all just to name a few... what others do you all got?
Last edited by richard.deem; 15 Nov, 2017 @ 8:05pm
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Showing 1-8 of 8 comments
Cataclysm 1 15 Nov, 2017 @ 8:51pm 
I stopped reading after aging colonists.
Bortius 15 Nov, 2017 @ 11:43pm 
You are approaching more of a Sims-City game... Not crazy about the rioting., I would say they would just get up and leave. What is keeping them there?
Greenbell 16 Nov, 2017 @ 7:06am 
Originally posted by Bortius:
You are approaching more of a Sims-City game... Not crazy about the rioting., I would say they would just get up and leave. What is keeping them there?
I agree with you on that point. Leaving is a much easier solution thain rioting. Plus, there is more of a garentee that you'll find a better place.
As for the invading, I don't really like that Idea ether. Most of the rest of the ideas sounds fun. It's a little late for this game, but the devs said they are working on a new game. So maybe it could happen.
ItsGazzaBro 20 Nov, 2017 @ 5:15pm 
I actually really like this idea. As far as the issues people have with the idea of aging, and rioting... it would add an extra challange to the late game. As far as People leaving rather than rioting... well think about it, they are on an entirely new planet, there are no "personal ships" so unless their "government" gives them ships to leave if unhappy, they will stay on base and just stop working until conditions are made better.

This concept is really good in my opinion. I think the Devs should highly consider this.
Bortius 20 Nov, 2017 @ 9:09pm 
Originally posted by ItsGazzaBro:
As far as People leaving rather than rioting... well think about it, they are on an entirely new planet, there are no "personal ships"...
OK, but why can't they leave on visitor ships?
Greenbell 21 Nov, 2017 @ 11:16am 
Originally posted by ItsGazzaBro:
I actually really like this idea. As far as the issues people have with the idea of aging, and rioting... it would add an extra challange to the late game. As far as People leaving rather than rioting... well think about it, they are on an entirely new planet, there are no "personal ships" so unless their "government" gives them ships to leave if unhappy, they will stay on base and just stop working until conditions are made better.

This concept is really good in my opinion. I think the Devs should highly consider this.


I havent tought about it that way. Good point.


Originally posted by Bortius:
Originally posted by ItsGazzaBro:
As far as People leaving rather than rioting... well think about it, they are on an entirely new planet, there are no "personal ships"...
OK, but why can't they leave on visitor ships?
Maybe they could sometimes leave on a visotor or collonist ship and give you a little grace. However sometimes they still stay becuse mabe they dont have room or they are attaced to the collony dispite the hardships.
Bortius 21 Nov, 2017 @ 5:42pm 
Originally posted by Greenbell7:
Maybe they could sometimes leave on a visotor or collonist ship and give you a little grace. However sometimes they still stay becuse mabe they dont have room or they are attaced to the collony dispite the hardships.
OK, so they have been there a long time and have made a home for themselves. Makes sense.
Last edited by Bortius; 21 Nov, 2017 @ 5:43pm
Levku 7 Dec, 2017 @ 9:53am 
Logic between stores:
I miss much that stores can be configured for the material that can be stored in them. I think that this can give a lot of play for trade or logistics of the base in general. Transfers between stores, number of units of each resource to store, etc.
I am addicted to strategy games and this is a vital point to save time when you are looking for or trading a resource.

Thank you.
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