As a builder who does not mind sharing some of my builds I wholeheartedly agree with the OP. I would like to have the option, as the original builder, to share one copy with a 'friend' and not worry about what happens afterwards.
Additionally I would like to suggest that a permanent tag for...
I used to make every ship from a 'filter core' (a core with a couple pre-set storage blocks to pull junk). I spent some time creating a junk filter using storage pulls that kept me from hauling garbage home. My base then has a storage for temporary sifting. Various storage bins would pull items...
I have copied an entire ship then shifted it (delete and paste) so that the core remained in place and everything else moved. It is a work-around for not being able to move the core [yet].
Yes, please!
Also it would be helpful to be able assign pulls to multi-stacks or other 'categories' (as well as individual items) to save us from selecting each one individually. (tedium)
Having read this thread I can safely say that SM is not the problem. Some people may be born with a certain aptitude but Design/Art can be taught, learned analyzed, studied and improved upon. Many players have offered sound advice and a few even offered to mentor you Zektor, but you are the one...
A cool idea but exploitable and OP.
I have not read Madman's scanner idea but I prefer that approach. If a successful scan only painted a holographic target indicator on the HUD it would still require skill to aim at the critical systems. As an example this would be less OP.
I just watched Bench's Masterclass series on logic. I think your answers are to be found there. It is a really helpful tutorial and explains the logic solution you are looking for. (Bugs not withstanding)
I cite the fury of this debate as proof that this game is alive and well. Having even a modest online community is better than most games can manage even after full release and much hyping. Die-hard players who have stuck around for years are here for a reason. They are still engaged.
Another...
I do like the concept of server rivalry and would welcome a mechanic for formal competitions or cultural exchanges but...
...I'll play the devil's advocate for a bit.
1) There is agreement that no one should be able to exploit for free stuff on the destination server, so we would have to grind...
I also enjoy designing a factory set-up. What I don't enjoy is the overly complicated crafting system that is tedious due to the micromanagement. (Multi-stack armour...I'm looking at youo_O) If this were fixed I could work around the other things.
1) Currently you can make limited production...
Excellent idea! I get dizzy sometimes working around Jump-modules and reactors on a long build. Plus this adds immersion to RP and 'cool-factor' to builds.
I think boxes are fine for systems because they are easy to troubleshoot, repair or tune. Try not to have just one big box...many smaller boxes that are off-set to one another will not look so...'boxy'. I don't try to fix my ugly ships. I just make my next ship better. Ships are difficult to...
I have had intermittent glitches with my keyboard but not the one you describe. I asked a young and well informed sales rep at my local computer store for advice. This what I learned: not all keyboards are alike. Differences in contact-switches and the matrix layout can make some cheap keyboards...
Ships classes have come up in other threads. Many differing opinions since, yes, it is pretty relative but...
...there is value in having an official class system regardless of the fact that it would be an imperfect compromise.
1) Ship class-categories facilitate matchmaking, arena combat...
SM may be taking a longer approach to development but it also has a more ambitious goal than; 'Lets churn out another boring, brain-dead shoot-fest, make a ton of money and abandon our game before anyone realizes they bought a dud.'
I am enjoying going through this development with Schine...
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