Before we begin this wall of text: I am aware that these are things which are planned to be implemented in some form in the future. The devs have a list of features that they want to add. However, if this thread manages to improve that list, that will be good.
Movement:
Two modes for space: constrained (what we have now) and free (more like a ship core. Should replace ship cores just flying around) Use f1 to toggle between them. Shift increases speed and ctrl decreases speed. This is the common controls for most games, and it's the same way in build mode, so... I think Schema was only trying to prove he was mortal with that mistake. In addition, given the fact that the crew hotcommands are accessed by ctrl, it makes sense that when I pull out my phone to tell a minion to do something, I slow down a bit.
Astronaut stats:
Cells. You have your own loadout screen (accessible from 't' while not in a ship) with 6(?) slots. You put cells in there. Most cells are items crafted from blocks of the same type. For example, shield capacitor, shield recharger, reactor, power capacitor, thruster. These boost your stats (each one gives you 100-500% depending on stat and quality of cell). Basically characters are small ships that can control ships.
All cells wear out over use (by default). There are also special cells that you can only get from completing missions. For example, expander cells. These give you extra cell slots. You can also get high-grade cells that provide more performance or last much longer through missions.
Combat:
Weapons, devices, and gadgets are done through frames. You have a frame item in your inventory. If you right-click on it, it will bring up an editing screen where you adjust the functional blocks in the frame. You can place any type of weapon or utility on the frame, along with any secondary and any effect.
If there is a customizable appearance, you can edit it with 5cm blocks. For these frames, you must have 1 cosmetic block per functional block, since it will allow others to easily judge the capability of gadgets and weapons. However, the cosmetic data and functional blocks are stored separately. Non-customiazble frames have a fixed number of slots for blocks.
Weapons: You can only have one primary in a weapon. In addition, you can add energy capacitors to frames to add burst-fire (does not affect DPS) You can also add reactors to stagger the shots.
Devices: These allow you to use defensive effects as a character. You need more module the more mass you have in your inventory (note that mass is only weapons, devices, etc., not blocks) to get full effects. You can have multiple effects on one device. In addition, devices have active timers and cooldown timers. By default, these are the same. Add energy capacitors to increase both these times. Add reactors to change the ratio of cooldown time to active time. Cooldowns are shortened if you deactivate the device before the active timer ends.
Gadgets: They can contain hacking gadgets, projectors that make an AOE heal/power/shields for allies, turrets, cover shields, mines, support drones.
They would be less effective block-per-block than player weapons, but be independent. Drones/turrets come in different mark ratings, which tells you how many primaries they can have. They can also be rated "effective," which means they will use a single passive effect. They do require power/shields of their own though.
Generators only have one support ability, though they can also be "effective."
Your AIs will either shoot at whatever you are attacking, until something attacks you, at which point they deal with that. You can tell them to manually attack something.
Like weapons, you can customize the appearance of drones, generators, and turrets using 5cm blocks.
Movement:
Two modes for space: constrained (what we have now) and free (more like a ship core. Should replace ship cores just flying around) Use f1 to toggle between them. Shift increases speed and ctrl decreases speed. This is the common controls for most games, and it's the same way in build mode, so... I think Schema was only trying to prove he was mortal with that mistake. In addition, given the fact that the crew hotcommands are accessed by ctrl, it makes sense that when I pull out my phone to tell a minion to do something, I slow down a bit.
Astronaut stats:
Cells. You have your own loadout screen (accessible from 't' while not in a ship) with 6(?) slots. You put cells in there. Most cells are items crafted from blocks of the same type. For example, shield capacitor, shield recharger, reactor, power capacitor, thruster. These boost your stats (each one gives you 100-500% depending on stat and quality of cell). Basically characters are small ships that can control ships.
All cells wear out over use (by default). There are also special cells that you can only get from completing missions. For example, expander cells. These give you extra cell slots. You can also get high-grade cells that provide more performance or last much longer through missions.
Combat:
Weapons, devices, and gadgets are done through frames. You have a frame item in your inventory. If you right-click on it, it will bring up an editing screen where you adjust the functional blocks in the frame. You can place any type of weapon or utility on the frame, along with any secondary and any effect.
If there is a customizable appearance, you can edit it with 5cm blocks. For these frames, you must have 1 cosmetic block per functional block, since it will allow others to easily judge the capability of gadgets and weapons. However, the cosmetic data and functional blocks are stored separately. Non-customiazble frames have a fixed number of slots for blocks.
Weapons: You can only have one primary in a weapon. In addition, you can add energy capacitors to frames to add burst-fire (does not affect DPS) You can also add reactors to stagger the shots.
Devices: These allow you to use defensive effects as a character. You need more module the more mass you have in your inventory (note that mass is only weapons, devices, etc., not blocks) to get full effects. You can have multiple effects on one device. In addition, devices have active timers and cooldown timers. By default, these are the same. Add energy capacitors to increase both these times. Add reactors to change the ratio of cooldown time to active time. Cooldowns are shortened if you deactivate the device before the active timer ends.
Gadgets: They can contain hacking gadgets, projectors that make an AOE heal/power/shields for allies, turrets, cover shields, mines, support drones.
They would be less effective block-per-block than player weapons, but be independent. Drones/turrets come in different mark ratings, which tells you how many primaries they can have. They can also be rated "effective," which means they will use a single passive effect. They do require power/shields of their own though.
Generators only have one support ability, though they can also be "effective."
Your AIs will either shoot at whatever you are attacking, until something attacks you, at which point they deal with that. You can tell them to manually attack something.
Like weapons, you can customize the appearance of drones, generators, and turrets using 5cm blocks.