I haven't played either. Can you give me a summary of the benefits to game-play? And I mean how it impacts playing the game, not how it impacts immersion.
This is what I mean by why have atmosphere.
At the moment, your Player Astronaut has an unlimited air supply in his suit. Presumably...
I'm pretty sure the Engine can be adapted to handle air. Something similar the new shield mechanic but centered around a Life Support Block would probably do the trick. My question however is; why?
How does adding atmosphere mechanics make the game more fun?
Yes, it adds to the realism, but so...
Having damage on an inverse scale with the distance to the target might work too for balance, but I don't know how much strain that would put on a server having to continually calculate relative distance and damage amounts. It would certainly give you an incentive to get closer to your target...
If by "accuracy (falling off at longer ranges)" you mean they lose the lock-on ability after a certain range, then this might work. AI accuracy is irrelevant if a human is aiming the weapon. Programmed-in accuracy on a manually fired weapon (e.g. recoil) is extremely irritating.
Having a...
Unfotunately this game has been in development for nearly 5 years. It's easy to see why some people are/have lost patience.
I, like everyone on here I'm sure, see this game as having vast potential. However, Shine do seem to be taking a long time re-iterating the engine basics and not pushing...
I'm going to guess the requirement will be "Whatever prevents large ships from becoming so under-powered that no-one wants to build them" .
I agree most of this QA is a bit vague though, apart from the answer to the tutorial question.
I presume Schema will be able to give better thought out...
I believe that Schema just wants to focus on building a universe simulator for the time being and only has a vague idea of what kind of game he's going to make out of it when he's done.
Just so long as he doesn't get so ambitious he believes he can please everyone, I'm sure *some* form of game...
I can't believe this thread has turned into a debate about the Rise of the Machines.
I personally like the idea of playing in a sandbox universe which can carry on ticking even when I'm not in it.
The reason recoil was added was to try and balance an otherwise overpowered weapon. If there's an in-game work around, then the weapon remains overpowered.
What we need is a ship-mounted equivalent of the cutting Torch. Couple that with a ship-mounted grapple beam that alligns/pulls you towards the target (assuming your ship is of a lower mass than the target). Once you've cut a neat hole in your opponent's hull and boarded their ship, you can have...
I suspect the answer to all but the last point about mining will be "It depends on the server" as many of them will scale relative to other players.
Ship survivability will depend on how many people want to kick your ass and what they have to do it with. Ship characteristics, as always, will...
Hi Starjet,
I can see from your profile you're pretty new here. Suggestions are definitely welcome but, before posting any you might want to take a look at the Frequent Suggestions mega thread first.
Many community suggested ideas have already been collected here, a lot of which are either in...
You're welcome :-)
Although I wouldn't worry too much about making them the best of the best in terms of functionality. I remember during the first fleet contest (seems like a lifetime ago now!) the Devs were more interested in character through strengths and weaknesses rather than excelling at...
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