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Astrobase Command

3-axis space station builder with emotional AI characters and text adventures · By JellyfishGames

Astrobase Command 0.3.4 Closed Alpha Patch Notes

A topic by JellyfishGames created Jan 22, 2019 Views: 417 Replies: 9
Viewing posts 1 to 7
Developer

Astrobase Command 0.3.4 Closed Alpha Patch Notes

Changes:
- Teleporters have been added to the Astrobase!
- The wheel when setting the Median Species Appearance in the Species Creation should be easier to interact with.
- Your crew should now start with someone who has the physics skill.
- You should no longer start with a reactor that is too hard for your crew to possibly manage.

Was pysched to try new patch, but alas my start failed again.


Granted I got a crew with 1 pt in physics, and pretty much assigned them to reactor soon as game started and found the crew with right skill.

Then after that , they worked for a bit and everyone decided to eat then  crash for sleep.

Woke up , worked reactor for a bit more then  daydreamed. After this went back to sleep.


I put last 2 tasks on high priority and still had time but one of the 2nd to last tasks took awhile, during this he went to sleep for a minute , woke up worked a few % pts then back to bed. His mind points I think it was were drained so he would get a pt by sleeping , goto work and it would drain.

Never the less the last 2 reactor tasks failed out of the gate. I didnt bother playing any further because I didnt want this to cascade a few more days down the road and be another waste.


I may play 1 more time to record their starting stats to see why they are drained so fast, but not sure how faster to alleviate this. I pretty much started a module right out the gate too for rest but by time the quarters were done, it was over.

Developer (6 edits)

Hey Lochar,

First let me thank you for being the guinea pig on this and thanks for taking the time to post the feedback! The early game balance is still pretty rough, for a number of unrelated reasons including user feedback. I can usually get through it myself, but I'm kind of at an advantage here for obvious reasons.

It's hard to say reading your post what exactly what went wrong but let me outline some steps so we can get to the bottom of it. I will be duplicating information you might already know, just want to be complete!

So first thing to do is assign someone to the starting reactor. You're looking for a crewmember with a Physics skill because the reactor jobs all use that. You can get to the character sheets from the Crew app and see who has what skills. Likewise  if you click on the reactor section an info panel should pop up, and somewhere in there it should tell you the job uses Physics.

Something else that's going on behind the scenes is that when a worker executes his tasks it matches each task against one of the aspects of his personality. This represents people being naturally inclined to like their work or not. If a crewmember starts the game with the Physics skill then he already has the associated personality aspect within his starting trait (he has the Physics skill because his personality has the aspect that makes him interested). If nobody has a Physics skill, then you could look at the personality traits of the crew and find someone whose personality sounds like he might do a good job. We've planned another pass on the trait definitions which should make this more clear, but for now give it your best shot. Just don't pick someone that sounds like they have a negative personality and you should be alright.

Second thing to consider is that Physics uses the Mind stat, so to execute tasks the reactor operator will be using M. So another thing you could do is pick someone with a high Mind. Sleeping regenerates BMS, and if he's squatting somewhere then he won't get a good night's sleep. Conversations can add or subtract to BMS -- this is like you get in an argument and it totally drains you, or you see a friend and he gives you some encouragement and boosts your energy. So if your reactor operator gets in spats with some other crew (you can check his conversations) you might stick the person your reactor operator is fighting with  on the shuttle and send the hated person off to do missions to keep the two separated. (On a larger station you could assign them to be far apart from each other). Just so they aren't constantly exhausting each other with arguing.

Next thing is if you click on the info panel for the reactor section again, it should tell you the resource that the given reactor consumes. If the resource is a liquid then it will get refueled via a conduit (the conduit will just move the liquid from the cargo hold, since that is what conduits do). If there is no conduit, then some custodian will need to do the refueling manually so you'll want to build a custodial facilities in this case, and also assign someone to the cargo hold to pack and transport the resource to the reactor.

Let me know if that helps!

I appreciate the reply, but it definately needs tweeking because I cant get all reactor tasks complete, and their are no tools to help this.  I havent tried tricks with bad conversations because was trying to get module build asap but even that takes about 4 days to complete.  The starting crew dont exactly have bubbling personalities as most times they are negative talks, but wasnt sure how much was tied up talking vs being drained just by work so much. 12 mind is what they start with and drops down to about 3-4 when doing one of the long tasks around 50 %


1. Soon as game is loaded, find the physics guy and assign the job

2. Make a quarters module along with dining and repair - assign 3 folks to building


Between the first reactor task that uses .231 time to finish (not sure on these time units) , he never gets first task done b4 needs rest and because I cant get module built very fast, he is going to be squatting.


The first and last task of reactor are both at .231 this is always where it gets failed because he wears out doing these long tasks usually around 60%


I havent even begun to try to search planets or try the new modules because this stops me everytime

(1 edit)

Downloading new build now, thanks for taking on the previous feedback, these changes really should help, i do agree with Lochar however that the crew stats seem to drain very quickly and that even if they spend ages sleeping, they seem to only generate a few points to then deplete again almost immediately, essentially making it very hard to get tasks done or vital modules built.

Will see how this plays out in 3.4. Can't wait to try out the new stuff, keep up the great work team!

I understand this is still early alpha and you guys are really just putting pieces together for testing but i really hope the early game undergoes some serious "iteration". I like a challenge but it seems overly hard to even survive the first 3 days, you shouldn't need a miracle for your best scientist to not blow up the station every game, also makes it difficult to test anything.

I obviously don't know what the planned progression is for the game as currently in the build you have all the schematics, materials and personnel being the limiting factor.

I feel like you should be able to get a basic base going easily enough, (with the starting materials) with very little chance of failure. As you complete away missions your need to expand could somehow unlock schematics for the various higher capacity or complex modules including power generators. This is only when chances for major failures should be possible, it at least gives the player a chance get acquainted with systems and mechanics before throwing challenges at you, requiring the player to react and make choices. 

Anyway, keen to see what direction the game takes and to hopefully test more of the game as time permits

Developer (1 edit)
I understand this is still early alpha and you guys are really just putting pieces together for testing but i really hope the early game undergoes some serious "iteration". I like a challenge but it seems overly hard to even survive the first 3 days, you shouldn't need a miracle for your best scientist to not blow up the station every game, also makes it difficult to test anything.

Completely agree with this! Wanted to add that systems are designed to make balance quite easy to tweak. Just haven't gotten around to figuring out the optimal fix -- whether it's lowering the reactor points, or the task time multiplier, etc :) We're definitely looking at the new player experience in the near future in general and perfecting the balance is very central to this.

Thanks for the feedback!

-Dave

Developer

Hello!

Trying to get to the bottom of this, as I'm definitely not having this problem. I'm thinking maybe it's a bug you are hitting that I am not. What does your task tracker look like right before you blow up? Is the reactor guy completing any of his tasks?

My last 2 attempts, he completed all but last task, just not enough time. Oddly tho, this doesnt seem to be the failing point, it happens a bit later. WIll try to make another playthru and see if can capture task manager right before game over, which is hard because I never get any warnings I am about to be sploded.

Ok game hasnt ended, but on day 7, first pass of reactor went thru alot faster this time, but secon d pass failed which caused a fire in mainframe.


What I am struggling with:

Module building - 7 days and started on day 1, still not finished even with high priority. Still waiting on crew quarters to finish but not sure why crew not working on it.

I did give them jobs as was falling behind on things.

Noble Gas on reactor is about out. I scanned all my planets in system but nothing indicates Noble gas, not sure if I am supposed to figure this out from atmosphere or what.

My runabout is no longer showing whats in storage after 2 uses so cant transfer anything.

My folks runs out of body quick, could be due to squatting but since it is taking forever to build quarters I cant help this.

The first module is tricky, I can either give them quarters and place to eat, or custodial which is becoming a problem. I am really not sure why a custodial needs 2 quarters of a circle. 

My main basic start is NCO/Enlisted quarters, cantina, and maintenance.  But because this takes so long to build, between the stopping to talk and resting, not sure if this is best start. 

I agree with RealDaselk , this is too much a chore for a start. I dont mind things getting difficult, but I have yet survived now long enough to even play with fleet much or the new modules.