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| ID | Rating | Category | Description | Screenshot | Date |
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| 1465 | 🙂 | General | Terrain is too complex for the pathing implementation. Bots often get stuck. This problem gets worse as you mine out nearby resources and have to search further out. Also, areas that are totally unpathable sometimes have resources that scanners will pick up on an bots will just get stuck trying to reach. Resource cost for later ingredients grows too quickly, often leads to hours of time where active play is totally pointless. Buildings cost too much across the board. Mining before access to laser drills is far too slow. I respect the decision to avoid the use of belts, but high throughput methods of transportation are absolutely necessary with current resource costs. Gas extractors are too slow. Being unable to remove resources like laterite from the starting area makes laying a base a huge pain; deconstructor should be able to delete them. Resources on the map probably run out too fast. It's fine if they run out quickly near the base, since I want that space cleared quickly, but further out, transport times start to become an issue. Many components are borderline mandatory. Behavior controller and portable radar are the only two internals you can fit for any scout bot, for instance. This means others will almost never see use. Internal slot needs a more accessable power generation option, otherwise, a solar panel or wind turbine becomes mandatory unless you want to spam power transmitters. Beacons do not seem to work with visability modules. That might extend to buildings too. Repair components are far too slow. I would suggest, if the desire is to keep the player from regen tanking, allowing them to act faster when damage has not been recently taken. Shields are honestly terrible with their current numbers. Small radar is almost never justifiable without having an internal slot power source. DPS of weapons scales quite poorly compared to the difficulty of bug hives, and the energy cost is too high to run without power transmitters, making these mandatory. In Stellaris, there was a time where players utilized what was called "naked corvette spam". This came about because higher tier equipment cost scaled higher than their numerical values. I could understand if the point of some weapons was to act as static defense, but that only makes sense with "aggressive" on. Large slot weapons would be cool (though I haven't seen if they're available in the human or alien trees) Behavior functionality needs IN GAME documentation and usage examples. Many do not specify things like "this can take a number to set a distance". A way to read a unit's inventory would be very useful. Behaviors are obscenely tedious to update. Having the option to make one shared universally would prevent me from having to copy paste one 60+ times. Alternatively, a way to paste ONLY the behavior on a bot would be appreciated. Goto and Store registers probably shouldn't be overriding behavior commands. I'd like to be able to use them instead of defining a parameter. Notifications should allow defining custom messages; maybe leverage the comment on them? Array parameters and functionality would be greatly appreciated. Scout functionality needs a better description, and needs to be able to cancel if hostiles are encountered. The ability to set event subscriptions (like something to notify my behavior that the radar found an enemy) would be very useful. I can't seem to stop my units from pathing into blight clouds. We need a way to get rid of obsolete or excessive counts of components. Right now, my storage is far too full of stuff from my last swap of logistic bots, and I have no way of managing it but to build more storage. Demolition is far too tedious. I should be able to mark groups and have a demolition bot on the network just handle them, or be able to queue up demolitions, something else array support might be helpful for. The tech tree is weird in what becomes available and when. Obsidian is only mineable with human tree techm which requries the scanner, but it's specifically in the blight tree. This makes no sense. Scanner should probably be available sooner to allow earlier access to the various trees. Re-simulator probably just needs recipes added to it. I don't really mind the additional constraints of avoiding overloading it though. I would very much appreciate a double L slot building. Blueprint functionality (like multiple building copy/paste). You need it. Add it. End game bots are very whelming. It's basically just the hound show, since nothing else sports multiple S or larger slots. Being unable to set registers to items I don't have access to isn't great. Laterite, for instance, is something that's easy to get your hands on early and exceedingly annoying to try to put anywhere. This game is really GPU hungry. You might want to figure out a way to handle that. Anyway, fun game overall. It definitely needs a lot of work to get to a complete state though. | 2023-08-25 16:26:13 |
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