The fact that they're still here poking the fire and reading such posts pretty much means they either already came back or never left. And if neither of these things are true, their obsession with remaining involved in the forum still pretty much says, in plain terminator terms, "I'll be back."
You definitely have a point there. I came up with the stored item idea thinking along the lines of how some tech works. Depending upon what you put in it, it could do different things or have different effects. Bringing in the concept of weapon size vs power and such, there is a bit of a...
Unfortunately, no. What I am curious about, though is whether you need to link the salvagers to a chest. If not, you could just put storage on the main entity and let the items transfer automatically.
One thing I did want my suggestion to revolve around was more freedom, such as using more than one active weapon effect at a time, and dividing the effects into more than just two or three levels. I was thinking of, aside from the feature-related upgrades such as heat-seeking, maybe 5-10 levels...
So are you saying that you place the items in the computer and it distributes them to the weapon modules? If that's what your talking about, I think that sounds like a great idea! If you're talking about placing the items in the individual modules yourself, however, I can't agree with you...
Everyone says integrity this, integrity that, but nobody tries giving new numbers that would be better to use for integrity. I can promise you with full confidence that integrity WILL be changing, and not just once. You guys want it removed because it limits building, but the devs want to...
INTRODUCTION
With the release of Power 2.0, most of the effect modules were disabled, making them fairly useless at this point. The current weapon slaving system has its own limitations, with only a few options for weapon customization. Once the new weapon update comes in, a lot of aspects...
Place one stabilizer 1000 blocks away. Now you have instant stability. That's why we can't have that.
The automatic node connection actually didn't happen originally. I don't know why it is all automatic now, but when the nodes were first added you had to link at least two together for the...
Breaking down your suggestion, I see two parts to it: remove slaving and add a new system to replace it. I decided to say slaving in general because you can't really remove one without removing the rest (it defeats the purpose).
I think this could be a great idea, but you would have to develop...
I hate to break it to you, but you can't compare one game's development timeline to another's. There are just too many individual differences between each and every game, from the dev team size to the intended features to the game type to literally anything else that plays a part in the...
Is that so? Well, sorry for the misinformation, then. It's a good thing someone tested that before I decided to fill out a ship with systems and found it didn't work.
If I remember correctly, Lancake did make a few comments in a different thread about his thoughts on shielding. The big...
I have a few ideas for decorating the shipyard block portion of the station (the spaghetti part). What if you were to put some large structures on the sides of the shipyard? The best way I can describe it is what you would expect the peeled-off skin of a slice of apple to look like (curved...
ObiShawnKenobi, I would like to ask what about the new power you think is killing the game. Since the return of the forums and the addition of the stability bonus, I have seen some extremely polar differences in the reactions to the new system.
Most of the current complaints are about...
No, there is a re-dock delay of 4 seconds after you dock. You can undock instantly after docking, but it still has a delay before you could re-dock after initially docking.
Hey, Kupu, do you think cascade wedges might be a possibility? The texture is great, but it could also look really nice on an angle. I don't know how that would play out texture-wise, though.
Okay. Turns out the instant transfer is actually a bug. I do, however, think this should become a real thing. The devs' concern is shootout rail clocks that can exploit physics, which I agree should be prevented. I think a good way to prevent such an exploit would be to put the docking cool...
Actually, now that I think about it, I remember that Lancake mentioned something about making the distance nonlinear to prevent exploits of the system. There is a point where the function does look linear, but the ends become exponential. I'm including the visual he used to represent the...
This same thought occurred to me a while ago.
AGREE!
Actually, what would be nice is being able to select a pickup point using F and then hitting some other key to activate an auto pilot that flies you to that pickup point.
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