Dev Blog : October 20th 2015

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    If I use transporters in my builds, they'll be placed inside my ships brig. If I get any boarders they'll rematerialize in a prison cell with a little sign saying 'welcome to hell'. :)
     

    Lecic

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    If I use transporters in my builds, they'll be placed inside my ships brig. If I get any boarders they'll rematerialize in a prison cell with a little sign saying 'welcome to hell'. :)
    At which point they'll start cutting their way out with their torches...
     
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    Haha yer..at which point I'll fire the checker board beam weapons surrounding the cell ...plus if the undeathenator ever becomes logic controlled they will find themselves in hell as the sign suggested...
     

    Ithirahad

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    Yeah; I will put my transporters on elevating platforms. When not in use, they will be stowed in a three-block-thick lava box surrounded in blast doors and advanced armor.
     
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    Lecic

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    Haha yer..at which point I'll fire the checker board beam weapons surrounding the cell ...plus if the undeathenator ever becomes logic controlled they will find themselves in hell as the sign suggested...
    The game will be in a sorry state if boarder defenses are allowed to stay like that.

    And your "hell" is exactly the reason that will never happen.
     
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    The game will be in a sorry state if boarder defenses are allowed to stay like that.

    And your "hell" is exactly the reason that will never happen.
    It will add strategy to the game, and make people pick their targets more carefully. I mean this thinking could be applied to every mechanic in the game. Some people forget to faction turrets meaning they shoot down their own missiles. Some do not know how to faction their bases, or add defenses to outposts etc etc etc, those do not get removed from the game because they're not fair or exploitable, the solution is the player learns from mistakes made.

    I mean this game is such that it would be impossible to stop on ship defences against boarders. I could quite simply have my teleport room loaded with Anti-pilot turrets or put my teleport in a hangar with the docked AI ships set to kill all along with a million other anti boarder methods.

    So if anything it will make players get creative with boarding, or the devs will have to add new mechanics like hacking, where you can hack a ship and lower it's on board defences for a few seconds or something. But hey, if you cannot telport onto an enemy ship, then you can still cut in with a torch or blow a hole in the side with your own ship as an entrance.

    Every mechanic with this game has it's pros and cons.
     
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    "think big"? )) It was my phrase!) I am happy though that is was officially adopted as a motto)
     

    Lecic

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    It will add strategy to the game,
    >making astronauts, the easiest to kill thing in the game, teleport into a room full of ship-board weapons
    >"strategy"
     
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    will we be able to transport more than just astronauts? i.e. can i transport a cargo pod from my miner to my factory room? if it is just astronauts would they need to be in gravity to stand on the pad of would it just be the aria above it? what sort of range would it have?
     

    Lancake

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    Also some better dev build testing is urged, think that would be the greatest thing ever, a few less obvious bugs making it through to patches. I find it hard to believe that those playing dev builds can miss such obvious and major things as broken AI and weapons that make it through to patches currently that give the game that 2 steps forward one step back feeling. Or at the least more regularhot fixes when such problems occur.
    Dev builds are tested enough: http://phab.starma.de/project/board/1/query/70LXhW1eJkp6/ (you can't see any exploits here, they are all private). We rarely miss a game breaking issue, and if we do it's because we're human and mistakes happen.
     

    AndyP

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    >making astronauts, the easiest to kill thing in the game, teleport into a room full of ship-board weapons
    >"strategy"
    Yeah.

    Hey, you can always capture other players using Gravity+area triggers and use them as cannon fodder.

    On another subject: Are there any plans regarding jump drives?
     
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    So, say I'm building a huge station. If I wanted to put teleporters in to go from point to point, would it drop my shields even though I'm teleporting to the same entity? I'm figuring it would because of the way shields work, as in they cover every single block in the entity instead of covering just the outer hull, but looking for confirmation.
     

    Lecic

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    So, say I'm building a huge station. If I wanted to put teleporters in to go from point to point, would it drop my shields even though I'm teleporting to the same entity? I'm figuring it would because of the way shields work, as in they cover every single block in the entity instead of covering just the outer hull, but looking for confirmation.
    Also if you're transporting from one transporter in your ship to another then your shields shouldn't drop as you aren't going outside of the ship.
    Personally, though, I'd rather we NOT have transportation between points within the same entity. It doesn't even make sense, since the original idea was to have a lock-on + fire type system.
     
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    Just noticed this: no word on asteroid respawning/economy in general? For me, that's the one thing that stops me from playing (survival) multiplayer. Can we expect some updates on this topic in the next versions?
     
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    Personally, though, I'd rather we NOT have transportation between points within the same entity. It doesn't even make sense, since the original idea was to have a lock-on + fire type system.
    Really? You don't want to use teleporters to move about huge stations and ships? It's quite possible that moving between teleporters is going to be as simple as accessing the computer, pointing where you want to teleport and going. It's on the same entity so it doesn't need the restrictions placed on it as teleporting onto an enemy ship.

    That was the main form of getting around on Atlantis
     

    Lecic

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    Really? You don't want to use teleporters to move about huge stations and ships? It's quite possible that moving between teleporters is going to be as simple as accessing the computer, pointing where you want to teleport and going. It's on the same entity so it doesn't need the restrictions placed on it as teleporting onto an enemy ship.

    That was the main form of getting around on Atlantis
    It removes all the need for grav tubes or rail elevators. Or even just hallways. For a game going into an RP stage of development, removing the need for RP interiors is probably not the right direction.
     

    Bench

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    For a game going into an RP stage of development, removing the need for RP interiors is probably not the right directions.
    No one said anything about needing to remove RP interiors. In fact, with our current plans they'll be more important than ever