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    Small Simple Requests

    Discussion in 'Suggestions' started by robert131997, May 20, 2019.

    1. davedumas0

      Joined:
      Jul 4, 2013
      Messages:
      25
      i suggest fixing the advanced build mode sticky key
       
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    2. ASBer

      Joined:
      Mar 26, 2015
      Messages:
      1
      logic activation for Rail Turret Axis

      Activating the axis block returns the turret to its initial position.
      It is necessary to switch between combat and marching weapons position.
      Активация блока оси возвращает турель в исходную позицию.
      Это необходимо для переключения между боевым и походным положение вооружения.
       
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    3. davedumas0

      Joined:
      Jul 4, 2013
      Messages:
      25
      how about the ability to change the "consoles" color with logic
      unknown.png
      unknown2.png
       

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    4. EricBlank

      Joined:
      Jul 1, 2013
      Messages:
      484
      Tooltips in reactor chamber tabs that tell you the exact stats your ship systems have, factoring in chambers currently online and base stats of the ship.

      For instance, in the FTL chamber tab above the jump drive tree, it should tell you exactly how much e/s resting and charging your jump drive pulls (calculated from your current mass+cargo mass and whatever else factors in), how many seconds it takes to fully charge, how many sectors range it has, etc.

      The jump inhibitor should disclose exactly how high a level reactor/jump drive it can inhibit, its exact range and other properties.

      Stuff like that. Sorry this is way over 100 words...
       
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    5. davedumas0

      Joined:
      Jul 4, 2013
      Messages:
      25
      how about a configurable sound block IE a block that can emit sounds on logic pulse with a gui to choose a desired sound
       
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    6. EricBlank

      Joined:
      Jul 1, 2013
      Messages:
      484
      More astronaut equipment/gameplay considerations.

      Equipment like a personal shield generator, assault rifle style weapon, scanner, cloaker, personal heavy jetpack/scooter bike. Grenades w/ ricochet mechanics around corners.

      Should astronauts get additional game mechanics to allow them to play more of like a traditional fps player character role? We're getting population and maybe other enemies. Ducking/crouching to 1 block heighth, sprinting, etc.
       
    7. Energywelder

      Energywelder Director-General, EDY

      Joined:
      Oct 5, 2013
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      Personally i feel lie too much FPS equipment would be a distraction. I agree with stuff like a jetpack, because astronaut speed could use a speed boost, but assault rifles and cloaking devices seems like a bit much. Grenades are . . . wildly superfluous at this juncture, seeing as we don't actually know HOW the population mechanics will be implemented.
       
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    8. robert131997

      Joined:
      Sep 15, 2016
      Messages:
      18
      Handheld scanner
      a personal tool similar to the flashlight that reveals cloaked vessels within a limited range

      this tool is simply the flashlight with the scanning range of a few metres it should have enough power to temporarily uncloak a permacloaked ship POWER 2 is currently required to do that
       
    9. Alphajim

      Joined:
      Jul 5, 2013
      Messages:
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      Have to disagree here. Grenades are useless in this game yeah, but more personnal weapons are required. How do you want to do a cool boarding party without a proper equipment ? Some personal shields / classic weapons (at least smg - sniper - RPG - pistol - [shotgun?] ) and some kind of armor can be nice. It has to be low-scaled bonus, we're still just astronauts. And you can't have all bonus at once, choose between armor-focused or shields, cloaking, scan...
      But yeah it shouldn't be the main content of the game, more of a secondary gameplay. Kind of how vehicles were present in the former CoD games (WW2) : not the main focus and a lot less present than infantry, but still a lot of fun !
       
    10. StormWing0

      StormWing0 Leads the Storm

      Joined:
      Jun 26, 2015
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      2,122
      Speaking of boarding tools.

      Impact Hammer: Chargers up and sends a small directional wave into the target ignoring shields. Does way more damage than a torch but still can't kill more than a block at a time and use of it can push you away from what you are aiming at if not careful. Also rather dangerous in astronaut combat.

      Mining Drill: Speeds up salvaging or mining of a target block but like the torch can burn through station and ship blocks ignoring shields.

      Assault Crew Spawner: Spawns crew to attack and board enemy ships and stations or planets. The spawner can be on a ship, station, or planet but the target must be a reasonable distance away or docked for Assault Crew to care it's there unless attacking them. The crew spawned by this well always make attempts to attack nearby enemies if they are close enough.

      Defense Crew Spawner: Does the same thing as the Assault Crew Spawner except crew from this one well stay on the entity they are spawned on and attack any enemy crew. Crew from this spawner well also get into turrets and docked ships to take control of them for attacking nearby enemies.

      Anchor Beams: This allows a ship to anchor to another ship and lock into position with the target like an astronaut does but it only works if the anchoring ship can keep up with the target and the target can break the anchor by either being faster or thrashing about too violently. :)

      Gas Sprayer: An astronaut tool that sprays toxic gas in a direction that only damages other creatures and yes it's dangerous to the user too if they walk through it. This gas lingers for a time and damages anyone within it. Can be rather lethal to enemy crew that blindly charge into the clouds. :)

      Figured these would be simple and funny. :)
       
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    11. klawxx

      klawxx Product Manager - Roden Shipyards

      Joined:
      Jan 5, 2016
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      287
      Probably we will see better player gear and a lot of new survival elements after the universe update. If we end up with nothing, at least we will have better mod support and people could contribute with them.
       
    12. Dr. Whammy

      Dr. Whammy Executive Constructologist of the United Star Axis

      Joined:
      Jul 22, 2014
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      1,549
      - Bring back the push effect computer and modules.
      - Allow Shootout rails to launch larger objects at higher speeds.
       
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    13. Alphajim

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      Jul 5, 2013
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      137
      And make a shootout cannon for astronauts, would be so funny when boarding :LOL:
       
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    14. Dr. Whammy

      Dr. Whammy Executive Constructologist of the United Star Axis

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      Why am I suddenly getting a Star Trek; Into Darkness vibe?

      In any case, you might be able to use a gravity block for a similar effect. You will need to extend a line of blocks (water or open plex doors will do nicely) to continue the gravity. Otherwise it will wear off in less than 50 meters from the ship.

      Alternately, you can dock a core with a rail docker to a shootout rail and have a buddy align to it, just before launch. "Core surfing" anyone?
       
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    15. Captain Fortius

      Joined:
      Aug 10, 2013
      Messages:
      284
      And the "Stop" ones as well!

      Normal rails too! Elevators or large doors are way too slow. Funnily enough, the game offers speed controllers to make them even slower...

      I think we're talking SEVERAL times faster than now, in both cases. I'm trying launch rails for my M-55's and it looks horrible. Crawl-crawl-crawl-PLOP.
       
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    16. Thadius Faran

      Thadius Faran #1 Top Forum Poster & Raiben Jackpot Winner

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      Speed Controller?
       
    17. klawxx

      klawxx Product Manager - Roden Shipyards

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      I halted my Star Trek Sovereign class ship 'cause the "turbo"-lifts got me bored... And yes I tried rail controllers.
       
    18. DeepspaceMechanic

      Joined:
      Mar 10, 2016
      Messages:
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      Have you tried using Shootout Rails for elevators or tram platforms?

      IIRC, they too can be sped up by hooking them up to a Rail Speed Controller + single connected and active activator, like basic rails.

      And there's a trick to avoid the detachment of the movable docked thing when it reaches the rail's end... I can explain it if you haven't come across this trick yet.


      EDIT: tested stuff and it turns out that shootout rails, unlike pickup rails and every other rail type, are actually unaffected by rail speed controllers (they can't be neither sped up nor slowed down, and remain at their ~13.3 m/s default speed).
       
      #38 DeepspaceMechanic, Sep 11, 2019
      Last edited: Sep 11, 2019
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    19. Dr. Whammy

      Dr. Whammy Executive Constructologist of the United Star Axis

      Joined:
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      However, shootout rails are affected by the docked object's mass. This makes moving larger objects a slow and painful process. Even mass enhancers didn't seem to do much.
       
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    20. klawxx

      klawxx Product Manager - Roden Shipyards

      Joined:
      Jan 5, 2016
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      Probably by design. To force players to use them only for small shuttles / drone systems and block creative (exploitable?) use of it.

      Also, I believe that there are some limitations to the rail system due to the client-server design. The server need to keep track of all objects know positions to do all his math and if the objects are moving too fast there may be too much lag and network traffic; Maybe even network latency participates on this decision as well. I mean I can understand the reasons, even if I do not like them...
       
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