"I don't see the tracking as an issue. If you're cloaked and don't want to be followed just leave the sector via thrust before jumping so they don't even know if you've left the area. I see this similar to the way old diesel subs would work. They ran on battery when submerged (bellow periscope...
OK zombie aliens might be fun. I do remember the vampire from Buck Rogers that was kinda cool. Used his hands to suck life force rather than his teeth.
I like the idea of some sort of consumable. Either fuel for engines/power or munitions for weapons. It would "feel" more realistic, yes I know it's a sandbox and not real, but it would be just cool.
I hate comparing to minecraft things but this reminds me of the minecraft mod Carpenter's Blocks which had this feature. I completely agree it would not only make "skinning" a ship easier t would also make it faster. I'm not sure how it would work with block IDs though. Might be worth looking into.
I'll say it again. Make the ability to transport on the same entity a configuration option. On my small private server we are entirely PVE so I want the ability to use transporters on the same entity. If a server owner doesn't like that then let them turn it off.
Mered4 is right it's a SANDBOX...
I think some method of changing the color of a structure without replacing blocks is a good idea. Mr.Steam is right that it is how its done in RL just paint the bloody thing. Having different resources needed just make all of the different colors is a bit silly to me.
I agree with this. Also why should lock on to the first thing they see. For example if you launch them vertically then they should target whats above you first before circling around and hitting something bellow you.
On Star Trek it happened a few times where a person would activate the transport then run on to the pad for transport. As well as having an "emergency" beam out transponder for one.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.