Quality life features I would like to see:
- An easy way of Being able see how many people can not obtain a prepared meal or a service.
- An easy way of being able to see at what times colonists go about their free time, in order to find out when they do their shopping and such.
- Being able to easily know how many colonists certain amenities are able to serve while in open hours, the n/8 indicator for how many colonists are in the amenity at any given time is not enough information--if the case is that a colonist in fact does not spend 6am-12pm at the amenity, as that indicates an amenity with a max colonist space of 8 can indeed end up serving more than that number in any given shift.
- Officially merge the mods that make Train commuting an actual thing that Colonists can do with more than one station a thing, along with other features like dealing with train storage, with the Base DLC.
- Officially introduce that mod which makes Passageway hubs an actual thing into the base game.
- Introduce High Capacity Trains
- Give Arcology ~16 more housing capacity, as the base model clearly has ~16 windows that easily fit ~16 housing units.
- Change the repeatable money technologies to just a thing I can click on once and the Scientists will be researching it forever, until I click on something else or de-list it.
You know what I would 100% find super cool? Being able to build a sprawling colony across different altitudes with Trains stations that go up ramps or something--a logistics transportation system that does not completely rely on the drone equivalent of low capacity flying cars and little helpers. Also there is, like, a picture in the Loading screens that have colonists having a picnic outside in a forested area, is that actually a thing in this game?
Really cool features that sound awesome in concept that I'd like to see:
- Expand the mechanics present in the Marsgate mission to the point where Surviving Mars can allow for a strategic/tactical layer of Colony to Colony combat, ala Anno.
- Expand the concept introduced within the Train DLC by making more forms of mass transportation of colonists and resources, like introducing small scale airports that can work as a mid to late game means of transporting resources/colonists across hubs without the need to have drones flying around everywhere... kinda like a better version of the RC Transport unit. Also, Late game subways? owo
- Introduce more means for the player to have access to and create high density Colonies, meaning housing/amenities that can fit many colonists. Like, that special Wonder with the word "city" inside of it is cool and all, but the Google dictates that a town is usually about 5,000, and a City is about 50,000 people. That wonder in question can barely hold 800 population comfortably.
- Expand the concept of lakes from the Green PLanet expansion to the point where players can make, well, localized oceans in those giant crevices a number of maps have--which, honestly, I'd be all for making it so that at 50-100% liquid water on mars, the deeper areas of the map that's below sea level start getting flooded.
- Expand terraforming to the point where the player can raise the ground itself. That's not a thing in the Surviving mars I have been playing, just expanding the area of high or low altitude land that exists.
WAAAAY out there stuff that will not happen:
- Buy Moon Tycoon (2001 PC game) and make a spiritual successor that's basically Cities skylines on the moon+asteroids and not 50-100% reliant on Domes for living space. Building Tourism in space that includes modular golf courses and stuff sounds cool, or even having Research tie into the Economy or something in such a way it doesn't rely the entirety of the scientists losing their job just because we reached the end of science [tree]. Like, Great Gatsby, seeing a Space City builder before science trees was a thing, making it possible to build a Science Colony that produces economy without the need of infinitely clicking on a science tree is something I think is a good avenue for quality of life.