I really like this game but the time scale compared to how fast you walk is totally wonky. I just died in a 12+ hour walk over 5 kilometers. A 5k walk should take somewhere under an hour in the real world. Three times that (or 3 hours) would be reasonable while wearing a "space" suit and carrying how much ever gear you have.
I understand the logistics of he the game and the balancing of every thing but come on.
And automatic waling would be nice. Currently I jam a screw drive on the W key...
Is it intentional that it's not possible to add items to an existing drop container on the ground?
Some kind of warning would be useful to tell the player that drop containers don't persist between entering and exiting habitats nor between play sessions, so anything stored in them will be lost eventually (unless they should persist and it's actually an issue).
It could aslo be useful if the scanner could detect them as blue sites with the same range limit and behaviour as it does with the "regular" blue sites.
A good portion of my time in game is moving over areas I've already explored.... getting back to the edge of the unexplored zone, getting back to hab, moving between habs. It would reduce the tedium if we could fast travel in a manner similar to Fallout. Once a location is visited, we could initiate fast travel on the map. The game should indicate the cost in calories, water, and O2 and confirm the choice - similar to the way sleeping is done. The consumption costs could be set slightly higher than a manual trek to eliminate any 'cheating'.
I'm looking everywhere and no matter what I Salvage, I never get any Wires! I'm down to 1 Hab because while I was gone, the other two went to 0% and so the Wires were broken... Luckily I caught Hab Bravo in time and have exactly 3 wires on it... Any help would be much appreciated!
I think it would both feel more natural and help navigation while keeping the Datapad open if when moving it was slightly lowered from the centered position it is when standing still, so that the bottom edge of the screen itself would get aligned with the bottom edge of the helmet visor. This way the entire screen would still be viewable, but you could "lower your head" and peek ahead above the upper edge of the Datapad's frame to see where you are going.
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.
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.
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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