0
Planned
Mr. Fusion 5 months ago in Gameplay • updated 5 months ago 2

A clearer indication of how critical the vitals are, or rather, when do the levels become actually life threatening would be nice as currently it's not really clear. Several times I had all 3 lines in both hunger and thirst being deep red for quite some time and still didn't die as apparently there's still some margin after that, but it's not clear how big is it and how can you tell how much time you have left.


What also seems confusing/inconsistent is the "Organ Integrity" line in the Exposure section as it doesn't seem to be linked to anything and feels to be just changing randomly.


What would make sense (to me, at any rate) is that first the hunger/thirst/exhaustion stats start dropping line by line, slightly influencing the organ integrity stat. Then, once say 2 of the 3 categories have reached the "all 3 lines red" state, organ integrity would also start dropping rapidly, and when that reaches red, you WILL die. If during this final stage you can get the number of red lines from 6 (3 x 2 categories) to 5 or less (even if just slighty above, to orange) by eating/drinking/sleeping, organ integrity stops dropping, and if you have more green lines than red, organ integrity slowly starts gettng back towards green too, up to the "average" condition of the rest of the stats.


Radiation exposure and low core temperature, on the other hand, would directly lower organ integrity (below what the other vitals set it to), so that you can die of hypothermia or a fatal dose of radiation even when your other vitals are in the green.

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Fixed
Mr. Fusion 5 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 4 months ago 2

I found 2 sites so far which contained 3 deployed (standing on tripod or opened and on the ground) solar panels, a large, a medium and a portable one. However, the scanner doesn't pick them up / mark them with the blue rectangle marker like it did with all other "non critical" sites I found so far.


While it could be argued that they are somewhat easy to spot, but that would also be true for the "buried RTG" site due to the tall and very visile warning flag (I spotted that one a lot sooner than the scanner), yet, that one is picked up by the scanner white these panels aren't, so I'd call it an issue.

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Fixed
Mr. Fusion 5 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 4 months ago 4

The description of the portable solar panel says it prevents running when equipped and gets unequipped when entering a Hab. However, currently neither of those happens, so either the description needs to be updated if the current behaviour is intentional, or the item needs to be fixed if it should work as the description says.

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Under review
Mr. Fusion 5 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 5 months ago 1

The portable solar panel should start charging 1 hour later (07:00 instead of 06:00) and stop charging 1 hour sooner (17:00 instead of 18:00) as currently it already starts charging when there's just barely some light on the sky and still charges when it's already gotten practically dark. Yes, we're 15(?) years into the future, but I doubt we'd get super-efficient photovoltaic cells by then which can provide a charge with the faintest hint of sunlight.

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Not a bug
Mr. Fusion 5 months ago in Gameplay • updated by wrongwayjerry 2 months ago 2

I found a "downed satellite" cache location, which, in addition to various parts and materials, also contained food and tools, which doesn't make sense. The spawned item selection of this cache should be adjusted to contain only items which make sense for what it is (parts and materials, but not food, water, oxigen etc.).


If there are any similar "themed" caches where one or the other item category wouldn't make sense, they should be adjusted too.

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Planned
Mr. Fusion 5 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 5 months ago 1

A small storage space in the airlock room, accessible both in the indoors and outdoors version of the room, would be nice to store a few spare parts and other resources. Maybe 15-20 kgs capacity, accessible by interacting with those lockers by the wall. It could save time in those situations where you need to step inside (and wait out the load time) only to quickly pick something up from the indoors storage, then go out again (and wait out the even longer loading time).

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Fixed
spylei 5 months ago in Gameplay • updated 5 months ago 8

I explain my problem, when I start a game, and I arrive in the shuttle rescue. After doing the test of vision / orientation, the problem is that it stops! No way to get out of the rescue shuttle !!!I explain my problem, when I start a game, and I arrive in the shuttle rescue. After doing the test of vision / orientation, the problem is that it stops! No way to get out of the rescue shuttle !!!

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Under review
Cris Streetzel 5 months ago in Gameplay • updated 5 months ago 4

Knowing the distance to the spot you're looking it is very useful when deciding if you have the O2 to travel there. Add a HUD indicator for the distance to whatever terrain is under the HUD marker.

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Planned
Ryan Gill 5 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 5 months ago 1

Hi, couple of questions, I've played a bit of the sandbox and managed a 15 survive time before realizing I was running out of things to do. It's currently saved and waiting on more stuff to do. It's a lovely game and I like the effects of things. I've actually run myself ragged keeping the supply stocks up so I've had precious little time as a player to actually stop and look at the scenery. 

Anyhow, couple of suggestions:

1. Suit condition and checks. One of the common tropes of hard scifi (and real operations in space or under water) is that you MUST MUST MUST check your suit condition. Condition of seals, abrasions, damage, debris in a seal, etc. Failing to do so is how you EVA yourself to death. Upon re-entry into the HAB, one task would be re-charging/resupplying O2, water and power. So too at the same time would be a check of the condition of the suit and stowage. If we're going to have a possible death due to the Hab Module's Environmental systems failing, then there should possibly be a problem with one's suit as well. Such things should be easily fixed however in most cases. Clean the seals, replace a seal with a semi-consumable part, repair a tear, etc. Spare suits or helmets would also be something one could find to deal with a badly damaged suit that leaks O2....

2. Suit power while performing EVA tasks. I've found my biggest obstacle to field work has been 'my' EVA suit's heater/scanner power and not caloric intake or water/air. If we have the ability to re-charge the air, then we should also have an ability to swap some high current hour batteries in the field too. Some batteries that can be recharged or even built from parts would be useful. Being able to snag power from one of the NAV-points which have their own power would also be handy. Obviously if you draw too much, you may pull it off line until it's power system can re-charge sufficiently. 

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Completed
cybergrid 5 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 5 months ago 8

I understand the desire to make the game difficult, but since this is a Mars Simulation and Sandbox at that, the question I have is if we were on Mars would you really be able to only move for a few hours and then your calorie intake and hydration would be that important to were you would die. How long would you really be able to go before you would die of lack of calories and water? Anyway my my suggestion is just a little less punishing in this area. Other than that really enjoying the game.