Planetbase

Planetbase

Planetbase Workshop
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Ideas
So far I love the game. It is an amazing step for beta. Some Ideas I have (I will understand if devolpers don't add or look at these, they're simply Ideas)

1. Limit the "Starch" produce to just 2 (Fast Production, High Maintance & Slow Production, Low Maintance) and 2 sets of Medical plants (Fast Production, High Maintance & Slow Production, Low Maintance). This will help starting colonies and later on Massive colonies be able to both produce enough Raw materials for buliding (Bio-plastic) and Medical materials (Midicinal) to help support fast growing colonies after the 30ish-40ish population mark.

2. I am sure the "tech' tree is still being worked on, but a good idea is to have a tech level for everything. Including the air-locks, which I have found to be very tunnel clustering even with 3+ Air-locks for just miners with a colony pop of 250ish. This will open up a build path for massive colony production, such as Mines, Trade, Repairs, and Disators.

3. 2 Gun productions. Pistol & Rifle, Pistol will of course be the early game weapon and Rifle being later game. I hate having to have 8 guards on duty at the airlock and trading 1 for 1 when it is a 2-3 v 8-10. With Pistols, I can accept that but a Rifle (X2 or X3 DPS) It will allow you to have less guards and more staff. I don't like the idea of having to have an army at my front door just to kill 2-4 intruders.

4. Satillite and Radio Element, this is an amazing little feature. But I would add in that you can only make 1 of each and limit the amount of work stations. I have 4 radio stations and I am not 100% sure if that makes my radio interception "Higher". Same goes for the Satilite.

5. Bots!!! The bot element is spectacular, allowing a bot to do the job of 2, 3, or 4 colonist makes growth so much easier. I would add in a "Worker" Bot with the same element as the other bots. Of course this bot would be by far the best bot. Adding a X2 faster repair need might help balance it out.

6. BOOM!!! To help make this simulation like genre more realistic. Adding in a % to failure of vital building like O2, Water extractors, and Generators will help show the true frustration of alien planet colonization. % chance of faliure could be caused by ignoring warnings like low O2 or Low Water.



Extra fun little stuff (Please remember as you read these, they could be just extra fun and useful features)

1. Add in excavation building and staff. This will be able to help level the small to huge hills. Of course starting colonies will not need to worry about it. Later game when your colony has 600 population and you need more space. Adding in this building and staff to help mine out the hill should help with the expand.

2. "Jailor" Putting in a "Security Tab" with a jail building. Having a small chance to capture the "Intruders" instead of killing them would be a fun little RPG part. Giving the player the option to "Sell" the inturders back to their "owners" or to allow them to work for the colony.

3. Space Ship crashs, will help show the danger of "Drunk driving" (loll). No but really I would love to catch a break from having to selling stuff just to be able to get that little extra edge to build faster. This little extra thing could be used to increase building rate from the resources the ship "crashed" with. Giving it a .05% chance every 1 min in normal game speed.


Thank you Devs for making this game and adding updates. <3
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Showing 1-1 of 1 comments
NeoRider7 4 (Banned) 18 Feb, 2020 @ 11:55am 
Piece of information from this forum thread has been added to the guide:
Guide "What would you like to improve in the game?"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1999352524
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