

Emptiness
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Everything posted by Emptiness
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let the whole world know about this game
Emptiness replied to Mikhail's topic in General Discussions
It ain't ready for that. It'd get review bombed so hard that records would be broken. -
I remember hearing rumors about people getting multiple sanctuary territory units from those pre-public-beta wrecks...
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DevBlog: Element Destruction - DUscussion thread
Emptiness replied to NQ-Naerais's topic in General Discussions
Will this element lives system also apply to cores? If so, what happens if a core breaks for the 5th time? Can it be replaced, or will the ship have to be disassembled and a new one built? -
DevBlog: Element Destruction - DUscussion thread
Emptiness replied to NQ-Naerais's topic in General Discussions
The entire dev team can't work on the same thing at the same time. Should the artists learn how to program? The modelers learn how to bugfix? It's natural that new content comes out along with fixes. And sometimes, the fixes take longer. -
Not like this. They chose about the most tedious possible way to implement it.
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Transfer Units are too expensive for what they are
Emptiness replied to MalReynolds's topic in General Discussions
Industry units have 7 inputs and 1 output. Containers have 10 in and 10 out. -
I think all that stuff should've been player made. When Beta started, all we should've had is the arkship and a Sanctuary TU. Of course, that does also create a paradox of sorts. Can't get to Sanctuary without Kergon space fuel. Can't make kergon without industry. Can't create industry without a static core placed. Can't place a static core without a Territory Unit, which cannot be crafted without a static core ... See the problem? The entire game design is fundamentally flawed. I suppose we could've started on Sanctuary with a Sanctuary TU, but still. I vote for letting market stuff be craftable and removing every single 'Aphelia' one. Districts too.
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Yep. As the org leader, you're the super legate; I was speaking of if you had someone else with the skills and didn't want to train them yourself.
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Create an org. Have a legate in the org with the Org Constuct Management skill trained up. Place the cores in the org's name. You can have 900 cores in one org with maxed skills.
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Emptiness replied to Emptiness's topic in General Discussions
Agreed. As much as I emotionally want to dislike a post sometimes, rationally I view it as a very bad idea.- 23 replies
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T4//T5 ores on ION and bugged Mega Nodes
Emptiness replied to Heartbeat1's topic in General Discussions
T5 megas are an utterly ridiculous concept. That single T5 mega probably has as much as all the other T5 nodes on Ion combined. -
When I originally heard the terms "anti-gravity generator", I thought it would make a ship fly in a gravity environment as if there was no gravity, with no speed restrictions, horizontal or vertical. The reality was extremely disappointing. The proposed changes? Even worse. I think that antigravity pulsors should negate gravity on the axis they're facing, and have a hard limit of 6 S/12 M. Max? Full negation. Half max? Half negation. So one could choose to partly negate when horizontal or on the tail, or full negate when horizontal.
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Are the devs completely out of touch with how people have been playing their game for the past few months? And what's the point of calling it a sandbox if stuff is only supposed to be used in certain ways even if it seems like it could be used in a lot more? May as well rename DU to "JC's Vision(tm)" and put as the description "Follow JC's Glorious ViSiOn and adhere to rigid rules as you fulfill his WiShEs". I've had about enough of this nonsense.
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DevBlog: Element Destruction - DUscussion thread
Emptiness replied to NQ-Naerais's topic in General Discussions
Lol. I don't know if I'm a 'carebear', but DU's damage model and implementation is absurdly dumbed down. I have ~1200 hours in Space Engineers (where a crash will wreck and break apart a ship and most of the time very little can be salvaged) and ~500 hours in Kerbal Space Program (where a crash over ~50m/s literally means complete craft destruction). I'd prefer a Space Engineers damage system, with needing to ensure ships have structure or else they break apart. None of this floating element nonsense. If you crash, well, better luck next time. Of course, Space Engineers doesn't require dozens if not hundreds of hours for cumulative crafting times for even a moderate sized ship... -
For most components, diminishing returns in addition to the natural lessening of effect (add an engine? 1x thrust. Add 3 more? 4x thrust. Add 3 more? 7x. Etc.) don't make sense. For atmo air brakes, though, technically they function by increasing frontal cross section to increase drag. Right now, the direction doesn't matter, and they don't actuate, so they can just be stacked infinitely. Atmo air brakes need to function differently. Space brakes too. They're just magic blocks right now.