Multiple game modes are planned at some point I think, so here are my ideas: Survival, which is a slightly more realistic mode, Sandbox which is as it is now (sort of a meld of the other two), and Creative, which removes as many limits as possible on player ability.
The basis of this will be a revamp of build mode, inventory stacking, and player damage.
Survival (aka hardcore): While most or all of these features should be able to be configured into sandbox, this serves as a preset or default for survival and roleplaying gameplay.
Sandbox: A melding of the other two game modes, and essentially unchanged from the way it is now.
Creative: Players are given as much freedom as possible to build to their hearts' content.
It wouldn't make much sense to turn on invulnerability in survival, though, unless it could be limited by a plugin to specific sectors.
It doesn't look like it's possible to add a poll after the thread's initial creation. Rats. I was going to add one.
The basis of this will be a revamp of build mode, inventory stacking, and player damage.
Survival (aka hardcore): While most or all of these features should be able to be configured into sandbox, this serves as a preset or default for survival and roleplaying gameplay.
- Food, water (big deal in space!) and life support are taken into account.
- Player begins with a supply that will last approximately 6 hours in-game, giving plenty of time to obtain enough to survive for a while.
- Oxygen is consumed while the helmet is on, and refills while the helmet is off in a breathable atmosphere and may be filled instantly by using a refiller on a ship
- Food and water may be obtained at high cost from shops or collected/processed
- Water may be picked up on planets, melted from planet or asteroid ice, or extracted in small quantities from certain plants (including cactus)
- Food may be foraged from certain raw plants or processed from these plants and from creatures
- Build mode is nerfed to a sort of blueprint editing system while actual construction is done in astronaut mode
- Build mode looks as it does now, but instead of the inventory, the player is given unlimited blocks to create a ghost blueprint (which can be set to appear solid within build mode to make things easier)
- When a certain option is activated inside the ship, a ghost of certain parts or layers of the ship will appear to nearby same-faction astronauts. This hologram can be configured to show layers of the ship at a time in various ways (so that an astronaut can build inside a solid part of the blueprint without confusing the game and getting a facefull of block.), such as front to back, top to bottom, port to starboard, or middle to outside.
- The Assembler (which is only a visual effect currently) is used on the hologram to build with blocks from the inventory.
- When a blueprint is loaded, its cost is the price of a core plus a royalty paid to the ship's author, configured when the blueprint is catalogued. Blocks must be purchased separately and added by astronauts. The ship appears as a core with a hologram.
- Blocks can be added manually without using the assembler to temporarily override the blueprint, such as adding thrusters to move a half-finished ship.
- The blueprint may also be used as a guide to repair a damaged ship.
- NPCs or droids/drones may be given the ability to assemble and/or repair ships (changeable in config)
- A completed ship will become a more valuable commodity.
- Inventory stacks are limited. This gives more incentive to build and use freighters, etc.
- Stack size is configurable in config, but defaults to 100 items.
- If larger stacks are brought in via save from another game mode, they may be unstacked but not added to.
- NPCs or drones will seek out nearby plex storages containing the materials they need, preferring those inside the structure they are working on, and will not take from structures belonging to another faction. They will return leftover materials when repairs are completed or the structure is finished being built. They can also be assigned specific plex storages to take materials from.
Sandbox: A melding of the other two game modes, and essentially unchanged from the way it is now.
- Takes advantage of build mode saving a blueprint to help repair damaged ships, although build mode still functions as it does now.
- Hunger, thirst, and oxygen are toggleable in config, but are off be default.
- Player health slowly regenerates over time without medical attention.
- Inventory stacks remain essentially unlimited.
Creative: Players are given as much freedom as possible to build to their hearts' content.
- Instead of normal inventory, a player in build mode can select resources from a user-friendly, searchable interface to place in the hotbar. The items in the hotbar are then treated as infinite stacks.
- Build mode functions just like it does in sandbox, but with infinite resources.
- Players are invulnerable by default, but may make themselves vulnerable
- Player-built ships are invulnerable by default, but may be manually switched to a vulnerable mode for duels, testing, etc.
- Pirates will ignore invulnerable ships.
It wouldn't make much sense to turn on invulnerability in survival, though, unless it could be limited by a plugin to specific sectors.
It doesn't look like it's possible to add a poll after the thread's initial creation. Rats. I was going to add one.
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