I'm sorry if I repeat any other suggestions, but I didn't want to send this stuff in a bug list.
1. Player orientation/relation to core
4. Plex door wedges and colored doors(enough said?) lol
5. Hull Half Blocks (perhaps with tapered edges so you only need 1 new block, not 5)
This would enable more design on hulls without giving up protection, or requiring MORE armor for increased weight. I've had dozens of applications for these in my builds.
6. Plex lifts
1. Player orientation/relation to core
- When a player grapples to a ship, ungrapples, changes gravity, or otherwise, the orientation should remain the same. It is a pain looking for an object I was just looking at when I leave grapple area, or enter it, etc.
- When player leaves a core, they should automatically be placed in the exact same position they were in when they entered it, facing the same direction they were while they were flying the ship. The player's physical entity should remain in that position to keep others from building over it. This way, the player doesn't get ejected from the ship with the door on the opposite side.
- When player leaves a core, they should automatically be "grappled" to the ship they are in. In real space, you don't suddenly stop because you left your ship. It would keep you from loosing your ship if you accidentally pressed R in flight, or just flying through the walls
- Docking a ship should reassign grapple to ship on which it docked, not necessarily orientation however.
This is a really crazy idea, but it may be really cool too. The idea is that you enter a special build mode with a "connector block" and you build yourself a weapon system using 3 computers, and as many weapons blocks, armor, shields, and power as you want. however many blocks you used is how large the weapon will be when it's done (space taken up). Now here's the cool part, the build mode will give you a 3x3x3 cube of space PER BLOCK to build the LOOKS of the weapon. You simply place which blocks go where, and when you're done, it's shrunken down to the original size. Viola, you have weapons that LOOK AWESOME and take up less space, but still are just as vulnerable as the fewer block version. Each 3x3x3 block will have a central block inside it, which is one of the blocks you built the actual gun with. When a block is destroyed, that single block is gone. The functionality will be exactly the same, but it will improve the way weapons look. Plus, you can have the weapon in your inventory, copy it, give it to other players, etc. When you place the weapon, it will attack at the "connector block in the location you place it, and only if there's enough room. (it will give you a box). It will also allow for more modularity.
3. Personal Weapons inside enemy ships.
Unlike others, I don't think personal weapons should penetrate shields. What I think should happen is that a personal weapon should override doors after X number of damage (instead of destroying them), and temporarily disable things like computers, and boot players out of the core. If there are no shields, then the normal destruction should still take place though.
4. Plex door wedges and colored doors(enough said?) lol
5. Hull Half Blocks (perhaps with tapered edges so you only need 1 new block, not 5)
This would enable more design on hulls without giving up protection, or requiring MORE armor for increased weight. I've had dozens of applications for these in my builds.
6. Plex lifts
- Activation blocks should only send the lift between the blocks that are activated. This will enable several buttons on each level for each other level, and even a "Call button" if you have only 1 block selected.
- Also, the platform itself should remain much longer when stopped, or until the lift is activated again. This will stop falling, and the need of surfaces to get pushed through.
- Flipping the lift upside-down should reverse the direction of the lift, eliminating the need for a different fall tube to each floor.
- Lifts should move faster.
- Should be allowed on ships (I know, I know)
- NPCs should be able to preform tasks, such as repairs, while not under fire. The NPC should immediately retreat to a designated area upon the ship being attacked.
- NPCs should be given a pass-phrase. If the NPC encounter's a player who is not his employer, he should ask for this pass-phrase. The wrong Pass-Phrase should result in aggression.
- AI ships should be able to follow a player ship
- AI ships should be able to to re-dock at the last docking point (if available) upon command.
- AI ships should return to a designated area once battles have halted.
- AI ships should be ordered to stay within X meters of a designated area or ship, attacking enemies only if they enter the area.
- AI ships should be able to travel to a sector destination independently, with a "stop if player leaves ship " check mark (default), so the player can walk around the ship mid-flight, but if he falls overboard, the ship will wait for him.
- There is no up or down in space. Let us orient astronauts like we fly ships when there is no gravity.
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