It needs to be majorly overhauled for this reason:
Because that isn't just him. Suspension of disbelief is difficult with the current system. If different materials factored into recipes according to their properties, it would be nicer.
Quite honestly, you could implement this suggestion word-for-word into the game and we'd have a better game.
This is desperately needed one way or another. I would tweak the mining/salvage computers as follows to improve this effect:
Salvage computer - collects common materials
Mining computer...
therimmer96 is correct. RP features are on the way. Ship crews, fauna, etc. are the first installments of role-play-related content. Fleets are a precursor to those. Eventually there will be full NPC factions and a living universe to explore and play around in.
It's not *really* a cylinder. That's just a way of describing the map's behavior. I could have explained that better, I suppose... In the game it looks like a sphere.
Just like in the torus world model, warping is only visual. In order to be seamless, the surface is and must be a square or...
As a matter of fact, they are in fact full-size.
Yeah, I've seen the video before. I've never liked the squashed cube approach for that reason. If (mega big if) we ever see seamless planets in starmade, I would rather see a modification of the torus world. I actually thought of a way to (sort...
Seed of Andromeda uses real-life-scale planets made of blocks. The planets' sheer size disguises the problems with it, but planets so large cannot work in Starmade.
I'm downloading that to have a look at it. It's fascinating. I don't know if something like this could be made to mesh well with the universe of Starmade, but one can hope. @[161421:therimmer96] learning a new language takes a bit of time but it's not hard once you've mastered one.
No offense, but I think what we have now is better than what you described. You'd end up with a planet that's much more "chopped up" into non-contiguous segments. The only improvement over dodecahedrons is something seamless.
There is a way to make a seamless voxel map go on something that looks like a sphere from orbit, but it still has issues and is hugely complicated to code.
If I'm remembering my boolean algebra correctly,
a XOR b XOR c = a XOR (b XOR c) = (a XOR b) XOR c
Thus, just XOR each input onto the result for the last two.
Now I might be remembering this incorrectly but I'm too sleepy and lazy to look it up right now.
I've always liked the idea of a retractable bayonet mounted to the back of my forearm. It could be an energy blade I suppose, but a physical blade with an energy field along the edges would seem more realistic to me.
...Nice.
The "laser" needs to be renamed "pistol." It's not a laser. It...
Bench , a "Planned" tag was hastily attached to this thread and the OP has since been edited with other people's wish list entries. Are all of these features planned?
A seamless voxel map can be predictable and okay-ish to render, but will never be proportionate. The least screwy way to do it is with a square map that wraps around longitudinally. However, rather than wrapping to the other edge laterally, it must wrap to the same edge half the map's width...
The issue isn't seeing it from orbit. It's the fact that navigation on the surface is unlike real planetary navigation. At best it would be derpy. At worst, downright confusing.
This is a compilation of all the good ideas I've heard for planets. Some are possible to implement and some are not. If I missed some, let me know.
Wish list:
More planet types / randomly generated types
Improved terrain generation (such as a biome system)
Bigger planets (better optimized)...
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