No one has rated this review as helpful yet
Recommended
0.0 hrs last two weeks / 123.6 hrs on record
Posted: 25 Jul, 2021 @ 10:45pm

Cons
There are a couple dead ends you can hit easily, so effectively game over. You need metal and/or plastic for everything, fair, the only ways to get metal are: spending a chunk of metal and power for a landing pad and to wait and hope and gather other disposable supplies to trade for the metal, or mine+refine. Mine+refine clearly being the way to do it right, but in mining incrementally your workers can receive injuries. Those injuries turn them invalid. They'll take supplies but not work until they get healed, can you heal them? Did your few workers all get injuries before you built a medbay? Honestly it's a pretty fair mechanic, but it can happen easily.
If your colonists only eat basic meals, eventually they get an injury from poor nutrients, another fair enough mechanic, BUT even if I prepare the entire variety of types of food to make the more complex meals, I have zero control over what food stuff gets loaded into the machine to be prepared into said meals, so I may just continue getting poor basic meals, which is a bit frustrating.
Likewise there is a lack in controls for which things go into which storage rooms, so while I may make one intending for it to store food for an emergency, then it fills with extra starchs and metals. No food, little bit frustrating to lack that control.
My biggest issue is there's an odd scenario where once in a blue moon, my peeps seem to stop loading food, or I don't notice my food stores have started draining until too late. Suddenly my 80 or so people start collapsing from starvation, then after a bit they die where they collapsed. No way to save them, collapse = dead and whenever that happens, my biologists never seem to be the ones to eat food (The peeps who actually make/maintain food supply)

Can't win 'em all... Unless you were still stable and recoverable in one of your last couple auto saves, then nobody knows they were supposed to die.

Pros
If my supply feeds are getting clogged up, I can try selling stuff I don't really need when a trader visits. (But if I sell a lot the ship sits there until my people transfer the contents of the deal one by one)
At times I can leisurely let things run without micro-managing all over the place. There were times where I felt burnt out and like just sitting back and watching something, I could do that and this at the same time.
Each planet has it's own environment challenges. (Always struck me as odd that the snow hazard seems like the safest one to deal with, but planet 1 you get -potentially- lethal sandstorms and meteor strikes...)
If you have spaceports open to visitors and you have security you can suddenly notice your security fighting off purple pirates. (All your colonists are color coded, but purple isn't one. I don't know what happens if you don't have security, I generally have security before I open to visitors or soon after) Breaks things up if they get monotonous.

I feel like I make this sound bad, but this is getting long.
Was this review helpful? Yes No Funny Award