Optional Consumables

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    Please tell me you're kidding! It should be like a farm-cube, wich requires any type of dirt and some plants found on it to be crafted (obviosly, different types of dirt+plantes would craft different farm-cube). And, in case of emergency (and on big ships), a bit of a Subatomic Reconfiguration and you have yourself water and the basic elements to craft some food, but with a price of, let's say, 1000 energy blocks (taken as separate, not in-line) for 1 minute to create enough food for one day (time played in real life) and 5000 energy blocks for 1 minute to create enough drinks for one day. (6000 energy blocks in total, if using them for one minute. This goes to 100 for an hour, in exchange to having food for one day. And the prices of food at the traders should be quite big. Like 50,000 credits for enough food for a quarter of a day and 300,000 credits for enough water for a quarter of a day. And you should spawn with enough food for 3 days, just because it takes some time to build your ship and adds reasons to kill people. ALSO, the farm-cube should be found in stations, even decayed, and require something like 30-60 energy blocks at all times, to work. And it would be the nr. 1 priority, but not buildable on a ship.
     

    Valiant70

    That crazy cyborg
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    Wow. This thread got derailed hard! It's a thread about "Optional Consumables," silly people. :rolleyes:

    Anyway, I think we should be careful not to implement too many types of consumables. Adding a type of ammo for every effect would make a lot of ammo types, unless missiles, beams, and guns all used the same ammo, which makes no sense. Plus, what happens if you already have an effect on the weapon? Combining multiple effects could get very overpowered very quickly. I think there should just be four types of ammo, one for each primary weapon type. All of them would increase damage by a certain percentage.

    Also, about different sized weapons:
    Firing a fighter's minigun and a battleship's doom cannon shouldn't have the same ammo cost. That would be ridiculous. Ammunition should be consumed based on the size of the weapon. One unit to one block would make for some really big ammo stacks, so maybe something like one unit per 25 blocks in the weapon, which I would think is roughly the size of a typical fighter's weapon.
     

    MossyStone48

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    Try to stay on topic guys. And try to keep it as civil as possible too. Having said that consumable items are a planned feature. As it stand now Medical Cabinets will restore your health but only once every 20 seconds. It's in the works. Come up with some ideas. Who knows they might make it in.
     

    jayman38

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    I think it would be neat to have a separate "shop" for consumables. More like a "cafeteria". Then add a bar. Then add "fixer" npcs with quests/optional missions.
     
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    And what if the races in the Starmade universe are using photosynthesis to feed themselves and stay alive? Just have a block like the medical things and make it require 20 power generators and you've got a way to replenish the water.

    OR simplify the cubatoms to about 5-10 basic elemets, and have another 2 factory-like block (Decomposer and Recomposer), requiring 100,000 energy for one cycle of decomposing into cubatoms (now stored in capsules) and 300,000 energy for one cycle of recomposing. And water and food would be some of the things crafted, as well as any other resource, only that you'd need a lot of normal blocks (like stone) to make food, water or a crystal. And the prices of food and water would be around the prices of a computer (AstroTechnician = food, Cannon = water) for one piece. And you'd need around one food items and two water items per (in-game) day (20 minutes)... and you spawn with enough of each for a week (140 monutes = 2 hours and 20 minutes)... (7 food items and 14 water items...)
     

    Lecic

    Convicted Lancake Abuser
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    Not a fan of consumables. No thanks.
     
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    Not a fan of consumables. No thanks.
    Well, if the food and water also heals a bit and it's given an option to turn the need of food and water on and off, it would not be such a bad thing for the ones who don't want to play with it on...
    Code:
    NEED_FOOD_EVERY = 600000       //ms; 60000 ms = 1 min
    NEED_WATER_EVERY = 300000      //ms; 60000 ms = 1 min