At which point they'll start cutting their way out with their torches...If I use transporters in my builds, they'll be placed inside my ships brig. If I get any boarders they'll rematerialize in a prison cell with a little sign saying 'welcome to hell'.
The game will be in a sorry state if boarder defenses are allowed to stay like that.Haha yer..at which point I'll fire the checker board beam weapons surrounding the cell ...plus if the undeathenator ever becomes logic controlled they will find themselves in hell as the sign suggested...
It will add strategy to the game, and make people pick their targets more carefully. I mean this thinking could be applied to every mechanic in the game. Some people forget to faction turrets meaning they shoot down their own missiles. Some do not know how to faction their bases, or add defenses to outposts etc etc etc, those do not get removed from the game because they're not fair or exploitable, the solution is the player learns from mistakes made.The game will be in a sorry state if boarder defenses are allowed to stay like that.
And your "hell" is exactly the reason that will never happen.
>making astronauts, the easiest to kill thing in the game, teleport into a room full of ship-board weaponsIt will add strategy to the game,
Dev builds are tested enough: http://phab.starma.de/project/board/1/query/70LXhW1eJkp6/ (you can't see any exploits here, they are all private). We rarely miss a game breaking issue, and if we do it's because we're human and mistakes happen.Also some better dev build testing is urged, think that would be the greatest thing ever, a few less obvious bugs making it through to patches. I find it hard to believe that those playing dev builds can miss such obvious and major things as broken AI and weapons that make it through to patches currently that give the game that 2 steps forward one step back feeling. Or at the least more regularhot fixes when such problems occur.
And you are invited to join us with testing RabidBat read this and drop us a message if you feel you can improve this situation.Dev builds are tested enough: http://phab.starma.de/project/board/1/query/70LXhW1eJkp6/ (you can't see any exploits here, they are all private). We rarely miss a game breaking issue, and if we do it's because we're human and mistakes happen.
Yeah.>making astronauts, the easiest to kill thing in the game, teleport into a room full of ship-board weapons
>"strategy"
So, say I'm building a huge station. If I wanted to put teleporters in to go from point to point, would it drop my shields even though I'm teleporting to the same entity? I'm figuring it would because of the way shields work, as in they cover every single block in the entity instead of covering just the outer hull, but looking for confirmation.
Personally, though, I'd rather we NOT have transportation between points within the same entity. It doesn't even make sense, since the original idea was to have a lock-on + fire type system.Also if you're transporting from one transporter in your ship to another then your shields shouldn't drop as you aren't going outside of the ship.
Really? You don't want to use teleporters to move about huge stations and ships? It's quite possible that moving between teleporters is going to be as simple as accessing the computer, pointing where you want to teleport and going. It's on the same entity so it doesn't need the restrictions placed on it as teleporting onto an enemy ship.Personally, though, I'd rather we NOT have transportation between points within the same entity. It doesn't even make sense, since the original idea was to have a lock-on + fire type system.
It removes all the need for grav tubes or rail elevators. Or even just hallways. For a game going into an RP stage of development, removing the need for RP interiors is probably not the right direction.Really? You don't want to use teleporters to move about huge stations and ships? It's quite possible that moving between teleporters is going to be as simple as accessing the computer, pointing where you want to teleport and going. It's on the same entity so it doesn't need the restrictions placed on it as teleporting onto an enemy ship.
That was the main form of getting around on Atlantis
No one said anything about needing to remove RP interiors. In fact, with our current plans they'll be more important than everFor a game going into an RP stage of development, removing the need for RP interiors is probably not the right directions.