Regardless giving players access to a room (again as stated in the OP) for decoration purposes to make it their own "home", without providing build permission to anywhere else in the homebase pretty much falls under that RP aspect of a private (and now customizable to personal taste) room.
That...
I have to agree here that I'd like to see the facility to add turrets to a shipyard design directly instead of just adding the hard points to the design.
Yes... docking a room is a far inferior method and it doesn't limit control to a specific player, But it's the best working approximation I could come up with given the current state of the game. I thought that was pretty clear with the term "you could SORT OF mimic this".
Secondly the OP...
I would totally be happy with these two measures put in place (although much prefer the cool down on the system as compared to the charge up, but really that's just equivalent to a shorter charge up time).
Additionally I'd like to say that an alternative is once quarters are introduced...
Why?
Does having transporters invalidate boarding? Just because the effort is now on the boarder to work around it as opposed to the one being boarded to have some elaborate defense. Boarding and the spoils that come with it are an immense reward for very little physical resources put into...
I don't know that something like is should necessarily have an impact on how factions work in the game, but it's more of a RP touch. Let your faction members make the block of space assigned to them their own.
On that note you could sort of mimic this now by providing slots they could dock...
I would like to state that on this one point, the folks that like RP interiors are going to do it regardless, and the folks that will be happy about transporters reducing that need will for the most part already not be doing it. I don't suddenly feel the need not to build an RP interior just...
While I agree that having a No-brainer be the norm in the game is bad, having some no-brainers that exist is not going to ruin the game. The only thing that transporters offer over the other transportation methods in terms of trade-offs is a smaller amount of time expended in initial...
No I asked why *every* gain needs to have a trade off?
I mean what's the trade off to using a gravity lift vs. just floating up the tube?
what's the trade-off to using rails instead of walking down the corridor?
Correct me if I"m wrong, but your point about tradeoffs is that "a worse form of...
Why do you need to sacrifice something for ever gain? I mean it's not like anything outside of solving a constraint problem could ever ever possibly be fun. Also, why is it either or? Why not both. Build your rail and gravity systems and use those when it's convenient but also put in...
Firstly why does it have to be an all or nothing thing. Why not both transporter pads and a rail system. What makes a rails or gravity based transport system superior to the transporter pads that they should be preferred? Shouldn't that be player choice. I mean I think rails are pretty cool...
I think the kind of players that enjoy looking at builds will take the time to walk and do so, but why force them too? If you prefer the walk then you are free to do so. I myself would spend the time to walk around and look (at least once). It's one of my favorite things to do when I find a...
I'm missing the unrelated issue part here. My argument all along has been we shouldn't make a change to the way transporters work that effects both a PvE and PvP (boarding parties) in a way that takes from one for the benefit of the other. Which was sort of what the OP was about, changing...
That's my whole point. Starmade is NOT mainly focused around spaceship fights and territorial conflict. There is nothing anywhere that says the focus of the game has to be conflict. That entire line of thought that combat and winning the fight needs to be the core purpose of the game and...
I'm completely okay with that, and often choose that as my route to avoid the type of PvP driven behaviour I don't like, but this thread is talking about a game engine change that would affect non-PvP environments too. My point is this change considers a purely PvP-centric of how the game...
And I'm already not excited about that. I would much rather have a new game mechanic that opens up my choice in terms of design and freedom of movement in PvE. The fact that it also makes it less attractive (more costly/harder) for someone to decide to try and take my stuff is just icing on...
This, I'm scratching my head trying to come up with any reason to board someone's ship other than to take the ship itself, and I can't. If you just want to kill them then it can be done from a distance as Thalanor points out. If you just want to take their stuff, that only really makes sense...
I have to come down on the side of leaving same entity transporters as they are.
There is nothing about them existing that prevents you from building your ships with an "intelligent interior design" as they are now. It makes dealing with movement around large structures more convenient. It...
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