Cleaning up crates of produced goods on the bio-deck also has to be done almost manually, as your workers will often favour wandering around over getting these precious resources to storage. I’d get it if there was some kind of trait system in place, but I couldn’t find any. You’d think that’s not as bad, but there’s little to no discernable benefit in choosing one member of the preferred species for a job over the other. Besides building the rooms and facilities, you also have to manually staff all of them. Very little happens automatically, and that creates a lot of busywork for you as commander. Want to be middle management? | Because with the amount of micromanaging you have to do in Spacebase Startopia you’ll soon feel like one.A nice addition, but one I would’ve liked to see fleshed out some more. Numbers will give you an advantage, and all but the largest targets will just succumb to the mechs if the police drones don’t get them first. It will attack hostiles once in range, but I would’ve liked to be able to tell it to patrol on a certain deck for example. Mechs on the other hand have to told all the time what to do and where to go. While the police drones will spot and detain most criminals, sometimes you have to manually guide them to their target. A security station will allow you to deploy a couple of patrolling police drones, as well as one large mech each. To remedy this, you can put some security measures in place. Not all who board the station have a valid boarding pass, are looking to spend their energy, or straight-up want to destroy your space doughnut. Starbase commander | Another Aspect of Spacebase Startopia is keeping the peace aboard your station.This last bit can be useful to make bodies of water or scenic hills. The entire terrain is terraformable, meaning you get to use a brush to decide the makeup of the soil and even adapt elevation to your liking. Here you can grow plants and mine minerals with the help of your dryads. On the one hand, it makes for easy managing and planning of your station, but the circular corridor shape of the station tends to limit your building options quite a bit, meaning you’ll end up with very samey designs across levels. So far, these two levels see you construct everything on a grid-based system where every tile counts. From fair rides to discos to cat cafes to even some surprise mechanics that dispenses funny hats for your tourists. This is where your tourists will want to spend both their time and energy credits. It houses all of your essential services like garbage disposal, security, food & shelter, your factories and research buildings. Let’s start off in the beating heart of your spacebase, the Subdeck is what keeps the station operational. In terms of buildable space, this means you’ve got three long corridors, divided by ten bulkheads which you’ll have to unlock separately to expand buildable space. From a sci-fi perspective, this is already pretty neat, as you can just use Coriolis forces to save on some gravity generators. The blueprints | The Startopia Spacebases are all circular structures, divided horizontally into three levels.Since I only played this on my Switch Lite I’m not sure how it looks while docked to a larger screen, but it delivers a good look for handheld mode for sure. Like how an alien happily eats a chocolate bar, they are affected by different statuses and diseases or how they throw down on the dance floor. When you zoom in, however, a surprising amount of detail and charming animations become visible. All the way from the highest view you have a good general overview of what is happening where to who on-screen. Everything is slightly cartoony in its design with clearly distinguishable features telling you at a glance what you’re looking at.
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