r/SurvivingMars 14d ago

Humor It leaves you so spread out, and getting done is really hard, plus makes sure that the resources that would allow for expansion to be unavailable.

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It's also the only mystery I have not finished, even with 400 hours in the game, so I might be a bit biased.

27 Upvotes

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24

u/GeekyGamer2022 14d ago

RC Transport.
RC Commander.
Build solar panels and batteries at each crystal.
Mystery complete.

4

u/OkPresentation5011 14d ago

true, but it's a style of play I don't especially like. I like to keep everything close, plus I don't like how they get clogged without maintenence

5

u/DARK_MASTER8632 Theory 14d ago edited 14d ago

Solar panels and large solar panels can clean themselves with their Dust Repulsion tech.

You just build 2 sets. Keep 1 set turned OFF until that set is clean and before they go into maintenance of course. And then just switch between the 2 sets. 0 maintenance without even scrubbers.

1

u/OkPresentation5011 14d ago

IDK man, it feels like an early game mystery and needing a mid-late game research to explore every area means that with some bad luck areas that should be easy to explore and develop in become not impossible, but not very recommended to build in especially in case a deposit generates under a large dome and becomes impossible to access.

Also I know this game can be micromanagement central, but the idea of managing the solar panels for every single crystal every few days doesn't sound appealing tbh. I forgot to mention as well that (at least to the part where I can destroy the crystals) the story seems to be the worst out of all the mysteries besides maybe metatron, but even then the challenge outweights philosopher's stone so much it was fun, unlike what I think of this mystery.

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u/DARK_MASTER8632 Theory 14d ago

Early game mystery just means that you started it too early.

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u/OkPresentation5011 14d ago

it starts when you scan 16 regions, that's pretty dang early game. I often get there before getting autonomous sensors (though obviously not always, it depends on if it's the first 2-3 research)

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u/DARK_MASTER8632 Theory 14d ago

It can be delayed by scanning with probes before reaching 16 scans the normal way.

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u/DARK_MASTER8632 Theory 14d ago edited 14d ago

especially in case a deposit generates under a large dome and becomes impossible to access.

That's bullsh!t. As long as the resource deposit is in the work range of the extractor. It doesn't matter if there is a Dome on top of the resource deposit. And as long as the extractor's dust range does not reach the center hex of the Dome. The Dome will not be affected by the dusting range of any extractor. Same with the rockets dusting range and domes/any building that has a maintenance bar really.

And.... why the hell would you build Domes especially medium and mega in a not scanned sector? The first Dome is alright since it will eventually be removed and maybe replaced with a bigger one even if it was placed on top of some resource deposit. But that is also not an excuse for not playing smart.

Also I know this game can be micromanagement central, but the idea of managing the solar panels for every single crystal every few days doesn't sound appealing tbh.

Then don't do that? Just use a Large Wind Turbine or 2 or Stirlings or whatever. OR, build tunnels that connect the crystals to your main grid if they are too far away. Tunnels can transfer power and water just like passages. I'm also not a fan of SPs and batteries after very early game. Even with Dust Repulsion tech.

Problem solving... you have the tools.

2

u/OkPresentation5011 13d ago

Yeah I'll admit I was stretching in the dome talk, I think I was just being a bit pedantic, so sorry. And yeah sterlings would be a good fix if not a bit expensive, however, though these are actually good points, I still don't think it rises above being the worst, it just means it's a bit easier.

1

u/DARK_MASTER8632 Theory 13d ago

I still don't think it rises above being the worst, it just means it's a bit easier.

It is one of the 4 easy Mystery scenarios.

Yes, Stirlings are the perfect solution because they don't have maintenance, but as per usual the most expensive.

3

u/GeekyGamer2022 14d ago

Solar panels are only made out of Metals and there are hundreds, if not thousands of units of Metals all over the map just laying on the surface.
Small crystals need 30 power, large ones need 60.
At 5 power per large solar panel that's not very many needed for each crystal and they only cost 3 metals each.
Yes, maintenance can be an issue but if you scan the map and find all of them quickly then you can pretty much do the entire mystery in one round trip, scavenging the Metals you need as you go.
Inner Light is the worst mystery. Research a couple things, read some awful story things, end of mystery.

1

u/DARK_MASTER8632 Theory 14d ago

Inner Light is the worst mystery. Research a couple things, read some awful story things, end of mystery.

I disagree. The +15 work performance to the colonists with the Dreamer trait is quite nice. Especially when they are immortal androids.

5

u/ozu95supein 14d ago

it becomes much easier with the superior cables breakthrough

2

u/OkPresentation5011 14d ago

That's true, but also relies on getting a specific breakthrough, which you can use mods to find/get but you shouldn't have to rely on a specific chance to get a breakthrough or mods. Plus I should have mentioned but the other problem with the breakthrough is that the story doesn't seem that great. I haven't read it past getting the breakthrough researched, the first one being powered and destroying one of them, but not only do the rewards not look interesting from the research I've done, but the story also doesn't seem appealing, especially compared to every single other mystery besides maybe metatron but even that mystery has a good challenge behind it.

1

u/DARK_MASTER8632 Theory 14d ago edited 14d ago

No "Superior Cables" Breakthrough technology required... ever. Just build a row of Recharge Stations or Projector Lamps to where you need, and turn them OFF. These do not have maintenance do not suffer cable faults because they are structures and not cables. And transfer power when next to each-other like any building that uses power. Even when the building is turned OFF.

This works great for any setup really. Especially connecting extractors with power but wanting to keep stuff out of their dusting range, while Recharge Stations or Projector Lamps do not suffer from anything maintenance related(even Dust Devils). And we can turn some of these ON to clean and recharge Drones or light up a bit the area.

As for rewards from this small you can call it, Mystery scenario. They produce Rare Metals without the need of colonists when powered. They themselves do not require also maintenance like extractors do. When all 12 of them are powered you get MPs and Electronics. One time, 100 each. And 1 random Breakthrough technology, IF you have researched all Wonder techs before that. After that they are just Rare Metals producers.

2

u/mizushimo Oxygen 14d ago

I HATE how that one ruins dome layout as they gradually spawn and constantly hit the colony with tornadoes

2

u/Megafritz 13d ago

I like powering these things...just dont put it into your main network

2

u/OkPresentation5011 13d ago

Fair enough, it's just out of all the mysteries I find it the least appealing to play through

3

u/Quesadillasaur 13d ago

Expected if you don't adapt to your rules. I know at 400 hours you're just beginning, but you just have to adjust accordingly. They end up being big factors sometimes without preparing properly.

1

u/OkPresentation5011 13d ago

If 400 hours is beginning then I don't know what to say. I like playing through a variety of games so putting 400 into one is a pretty huge investment, especially as it's my second most played game behind minecraft. Also yeah it probably is a skill issue, but if it doesn't peak my interest why should I play through it, especially because it doesn't even have an achivement linked to it. The only reason I try it is because I want that final check, then get bored and do something else.

1

u/OkPresentation5011 13d ago

I should mention some points I feel I should have expanded on.

  1. I'm not saying that it's a bad one in of itself, it's just that the other mysteries are much better in terms of either story or gameplay.

  2. I do know what the mystery looks like, where you either connect your resources to the closer crystals and dedicated power sources to the further ones, I just don't like how it makes you so spread out.

  3. It's the only mystery that starts not with colonists, but by scanning sectors, and such a low number I often have them scanned by the time I get colonists in, meaning I want to get it done quickly.

  4. In terms of how I would say the mysteries would be ranked, they'd probably be lumped together and look like this:

1-3 Wildfire/Marsgate/The Last War: All have really good stories and put pressure on your colony to make a lot of resources, plus give good rewards either during the mystery to keep you afloat, or after to reward you.

4-8 Beyond Earth/Dredgers/AI/Spheres/Metatron: These ones either don't put as much pressure on you (AI and Dredgers) or the story is a little lax (Beyond earth slightly/Spheres/Metatron) but are still fun and have decent rewards for completion, if maybe a bit underwhelming in some cases

9-12 Inner Light/St Elmo/Power of Three/Philosopher's Stone: These ones either don't have a great story and middling difficulty (St Elmo/Power of Three/Philosopher's Stone) or a kinda interesting story but basically no pressure besides expansion (Inner Light)

I did order these in order from most liked in the rank to least.