More options is better than less. I prefer to be able to choose or make my own.
In any case the lack of a Calbiri class is a benefit of this class system rather than a detriment.
http://puu.sh/2M9GU - Default station pic 1
http://puu.sh/2M9Hk - Default station pic 2
http://puu.sh/2M9HW Default station pic 3
http://puu.sh/2M9It - Default station pic 4
I like how the default stations look now, but i think lighting will need a buff with this pack.
http://puu.sh/2M9IT -...
For those who want them, i am starting this thread with the intention of collecting a list of tools for use to build the structures in game.
http://oranj.io/blog/VoxelSphereGenerator - Voxel Sphere Generator. Makes various 3D shapes for building with voxels and lays them out layer by layer...
I later put on some hull blocks to try and expand the area of the station that was being loaded in, under Calbiri\'s advisement, but they did not solve the problem and the docking areas remained blocked with no explanation.
I was building onto a station last night, and i noticed that the docking areas on one side registered as blocked even though they weren't.
I do not know what causes it to be blocked, there isn't anything in the docking zone and the station is exactly symmetrical.
My opinion on the hyper realm idea is a flat no.
For FTL i support the ideas which propose a \'gate\' system, or a ship mounted module/array of modules with appropriate cool downs, rare fuel consumption, and power needs.
For ship FTL modules i prefer travel time over instant \'jump modules\'...
In any case, all future features which can have a price to use should be allowed to be charged for.
To name a few, station-based FTL travel devices for passing ships, safe storage, docking, and,of course, player owned shop which sell goods.
I would like you to put into the game the ability to charge for services on board a station.
For instance, a docking fee, it could be a flat fee, or a fee for an amount of time.
I could charge 100 credits to dock, or 100 credits to dock for an hour.
This could extend to other features, even...
This is an interestimng idea, but what little i know of the game\'s engine suggests to me that have a moving entity that is persistent between sectors, moves on it\'s own, and is active regardless of whether a player is near it sounds a bit difficult.
Other than that i would love to see more...
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