- Joined
- May 25, 2018
- Messages
- 85
- Reaction score
- 58
Hello guys, I think this is my first ever suggestion.... Maybe....
I noticed in the general discussion thread "emergent fleet design" that people find it tedious to have to place specific blocks for the repair beams to repair.
For example, your ship is made up of standard hull, but inside the ship or outside you have other types of blocks (basically alot of different blocks).
It's easy to tell if you run out of blocks that take up alot of space, but let's say you run out of a specific logic block, now your ship is not completely repaired and you have to figure out what exactly the missing part is. It's alot more complicated if you make a very intricatly decorated ship.
One suggestion that I saw is that the repair beams would use scrap or mesh or composite to repair.
That way people can just slap on more of those resources to fully repair their ship and makes it less of a task (specifically when repairing larger ships)
Personally after thinking about it.... I believe the largest hurdle would be how to program it so that it would accept the basic resources and scrap based on the resources needed for the part. Another problem is how the calculations made might impact the game's processing speed.
I noticed in the general discussion thread "emergent fleet design" that people find it tedious to have to place specific blocks for the repair beams to repair.
For example, your ship is made up of standard hull, but inside the ship or outside you have other types of blocks (basically alot of different blocks).
It's easy to tell if you run out of blocks that take up alot of space, but let's say you run out of a specific logic block, now your ship is not completely repaired and you have to figure out what exactly the missing part is. It's alot more complicated if you make a very intricatly decorated ship.
One suggestion that I saw is that the repair beams would use scrap or mesh or composite to repair.
That way people can just slap on more of those resources to fully repair their ship and makes it less of a task (specifically when repairing larger ships)
Personally after thinking about it.... I believe the largest hurdle would be how to program it so that it would accept the basic resources and scrap based on the resources needed for the part. Another problem is how the calculations made might impact the game's processing speed.