Genesis Alpha One Deluxe Edition

Genesis Alpha One Deluxe Edition

View Stats:
Assign crew to clean ship of alien spores
Is this going to be an option in the game? Because it feels like a gross oversight for not being able to assign crew to clean the ship.
< >
Showing 1-15 of 18 comments
Spazticus 10 Mar, 2020 @ 3:34pm 
It's the captain's job, because captain is just a title, and you're just one step above all of the other expendable clones on the ship.
Cepheus Talks 10 Mar, 2020 @ 8:07pm 
Originally posted by Spazticus:
It's the captain's job, because captain is just a title, and you're just one step above all of the other expendable clones on the ship.

what about a "hey captain janitor there's alien stuff growing on the walls here" notification?
considering its a pain to constantly check every nook an cranny of a ship
Spazticus 10 Mar, 2020 @ 10:04pm 
From the devs' perspective, too much automation of tasks will take all of the challenge or tension out of the game. If you never had to worry about sweeping infestations, that would eliminate the greatest threat to your ship and crew. Before anyone suggests that rogue commanders are a greater threat, you can take precautions and never get boarded during a run.

With that said:

If you build your ship in order to contain the high risk modules to just one deck, you only have to sweep a handful of modules with any regularity. With a Security Gate to lock off the deck and properly placed Decontamination modules, containment is much easier.

The Awareness ability can detect mobile aliens, spores, and lichen within its radius. At higher tiers, the radius increases.

As I noted in my guide, the alien detector upgrade will let you see the movement of spores within an upgraded module, if you're carefully watching the ship map.

If you think you need to sweep the entire ship every time you sweep, then you didn't design your ship very well. There are certainly times when that may become necessary, i.e. after a Helix outbreak, but ordinarily you should only ever have to sweep the resource deck. Of course, you should stay in the greenhouse when a new plant is brought there, to make sure no spores spawn, but that's really it.
Cepheus Talks 10 Mar, 2020 @ 11:05pm 
Originally posted by Spazticus:
tldr

oh I do check out the high risk areas a lot, I just don't trust all the closed security gates and decontamination chambers to be fool proof

I'm a highly paranoid individual
Spazticus 10 Mar, 2020 @ 11:17pm 
I wasn't directing that specifically toward you, but to explain why the dev team isn't likely to ever implement this request. The rest was more general "you have the tools to deal with this" advice.

Also: Spores can't cross manually closed gates, and Decontamination modules will instantly kill any free floating spores.
Darth Maudrek 11 Mar, 2020 @ 10:40pm 
Originally posted by Spazticus:
I wasn't directing that specifically toward you, but to explain why the dev team isn't likely to ever implement this request. The rest was more general "you have the tools to deal with this" advice.

Also: Spores can't cross manually closed gates, and Decontamination modules will instantly kill any free floating spores.
I'm beginning to wonder if the devs might want to setup different gameplay mechanics based on difficulty setting.

I enjoy the game well enough on the lowest difficulty setting, yet even there it gets a bit too hectic for my taste at times.

I acknowledge I'm a bit old and senile so I wouldn't mind an easier setting where some of the crazy stuff got toned down a bit. An excellent example would be the rate of growth/spread of the alien disease gunk.
Spazticus 11 Mar, 2020 @ 10:49pm 
Playing on Traveler difficulty already reduces the alien spawn rate.

If you set up your resource deck in a manner similar to that which I laid out in my Steam guide, and then farm a lot of Leven, there won't be as many places for hostile spores to land. It greatly limits their capacity to spread.
Darth Maudrek 12 Mar, 2020 @ 1:58am 
Originally posted by Spazticus:
Playing on Traveler difficulty already reduces the alien spawn rate.

If you set up your resource deck in a manner similar to that which I laid out in my Steam guide, and then farm a lot of Leven, there won't be as many places for hostile spores to land. It greatly limits their capacity to spread.
Aye, I already play on Traveler difficulty. And the spawn rate is still too fast for me :P.

Haven't tried Leven farming yet as I've not found it on my runs yet. I have gotten another "harmless" infestation before but I got rid of it as it was too confusing to try to differentiate the bad for the good in spite of the colored lights and whatnot.
(WOS)Kal 15 Nov, 2020 @ 3:25pm 
Originally posted by Spazticus:
From the devs' perspective, too much automation of tasks will take all of the challenge or tension out of the game. If you never had to worry about sweeping infestations, that would eliminate the greatest threat to your ship and crew. Before anyone suggests that rogue commanders are a greater threat, you can take precautions and never get boarded during a run.

With that said:

If you build your ship in order to contain the high risk modules to just one deck, you only have to sweep a handful of modules with any regularity. With a Security Gate to lock off the deck and properly placed Decontamination modules, containment is much easier.

The Awareness ability can detect mobile aliens, spores, and lichen within its radius. At higher tiers, the radius increases.

As I noted in my guide, the alien detector upgrade will let you see the movement of spores within an upgraded module, if you're carefully watching the ship map.

If you think you need to sweep the entire ship every time you sweep, then you didn't design your ship very well. There are certainly times when that may become necessary, i.e. after a Helix outbreak, but ordinarily you should only ever have to sweep the resource deck. Of course, you should stay in the greenhouse when a new plant is brought there, to make sure no spores spawn, but that's really it.

That's BS. You shouldn't have to sweep the ship yourself!?!

Why have crew of they just bumble around in one room. I know they're clones but ffs, at least a "sweep for enemy infestations" should be an option?

Infestations are killing me hard, I want to get on with the day to day stuff, not crawl through vents every ten minutes.
I3eauLeBoi 15 Nov, 2020 @ 5:58pm 
At least have one or two slots for automated cleaning. Like a cleaning specialist that only has little range? You can assign two crew members to clean one part of the ship. But you still have to go around to clean.

Or a max 2 cleaning bots. With the same premise.
Last edited by I3eauLeBoi; 15 Nov, 2020 @ 5:59pm
johnburt3rd 15 Nov, 2020 @ 6:25pm 
Originally posted by Spazticus:
I wasn't directing that specifically toward you, but to explain why the dev team isn't likely to ever implement this request. The rest was more general "you have the tools to deal with this" advice.

Also: Spores can't cross manually closed gates, and Decontamination modules will instantly kill any free floating spores.

Maybe it was a one time bug for me, but I did have spores phase through a manually closed security gate. Didn't get much further than that thankfully.
LegendCZ 16 Nov, 2020 @ 1:56am 
Why we dont get "Trauma Team" "Sweepers" "Security/Technicans" "Problem Solvers" building where we would assing crew which would do two things

  • Chase down any alien life form which would spawn trough tactor beam
  • Killing any spoeres and such

They dont even have to do it directly like having wallheck. They would patrol the ship, and when they been in radius of enemies they would attack, retreat if needed. And if they seen spore in their vission range they would eliminate it.
Nope, all you can do is put all the Refineries, Deposit, Hangar, and the tractor beam behind a security gate. Then build one clone room there so the clones if sick from hanger or tractor beam don't take it to other parts of your ship.

My ship build is always like a Trident shape with 3 security doors cutting off each section, Noth being the bridge, east security gate blocks off all my high risk zones, est is all my clone rooms and cloning (no risk) rooms. Then to the South are shields, reactors, greenhouses, storage, etc. My if i get boarded defend here zone.

I always start with a security room and flamethrower unlocked as a default so i can burn the gas as it spawns hives and infections on the ship.

Thanks to the T / Trident shaped design, having robots patrol the whole ship is easy as you can set points at the end of each section. Thus you only need 1 repair drone, a gunrobot in the hangar, and other gun bots patrolling the sections. Though the one that's suppose to clear infections (the little Gun Bot) is entirely useless.
Last edited by The Seraph of Tomorrow; 16 Nov, 2020 @ 3:57pm
Raumschiffo  [developer] 16 Nov, 2020 @ 11:24pm 
Originally posted by The Heretek:
Nope, all you can do is put all the Refineries, Deposit, Hangar, and the tractor beam behind a security gate. Then build one clone room there so the clones if sick from hanger or tractor beam don't take it to other parts of your ship.
This won't work. Clones don't go to the closest crew quarter when they get sick, they go to their own bed, which is assigned when they are cloned.
Matty1Monopoly 18 Nov, 2020 @ 8:22pm 
I recently played my first game since launch and my ship exploded because there were alien robots destroying my ship and no one did anything and I couldn't even assign them to do something about it lol

We really need the option to assign crew members to fight ship invaders.

Or at least clean the ♥♥♥♥♥♥♥ dirty ass ship. I'm tryin to be a captain here!
< >
Showing 1-15 of 18 comments
Per page: 1530 50