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Aiwhisper

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Everything posted by Aiwhisper

  1. Even if they can’t implement clear voxles more glass elements would be great. Hopefully they add more of all the elements. The current sliding doors don’t work with how I want my constructs to look at all ?
  2. I could get behind this, multiple outputs would be great either so split up refinery products or just to link straight to multiple other industrial units without a cargo box between them.
  3. This is an interesting idea, I would love to see them add more landing pads though of various sizes(as an in game item as well) where you could store your ship as a whole construct “inside” of the pad or a connected container.
  4. Space engineers has a couple of really great shield mods that I think would work. Especially since we should have multiple types of shields. Ships/static 1. As mentioned above is the “bubble shield” this protects the ship and everything in a bubble that changes size based on 6 furthest points from the center of the ship so it’s not a perfect sphere . Only has one emitter that must be open to space and limited hp. You can change bubble max/min range and strength based on power consumption as well as what can pass through it. Takes time to reconfigure Various sizes and costs and can be configured with % sliders to focus one or two types of dmg or stay equal on all types. 2. “Skin tight” this adds a thin layer over every element and voxel even internal with no empty space. The units stack in adding more hp per generator and can be hidden inside. Set hp/power drain per unit. Takes time to reconfigure. Various sizes and costs but immune to all dmg types equally 3. “Directional round”. This is a unit must be open to space in the direction you want the shield to face. It creates a round disk of varying sizes/distances based on power and generator size and can be overlapping and face any direction the unit can face. These units can also be changed on the fly unlike the others and can be lua controlled for better power management in combat. Various sizes and costs as well as dog immunity for the best variation. static only, 4.”immunity bubble” a giant bubble shield that not only protects the construct it is attached to but adds a “skin tight” shield to all the ships docked there. Mainly used for large markets to prevent fights or at main base. Prevents weapons fire from inside of its range and requires massive power. Limit 1 per large construct. Power and hp are not changeable but has a higher regeneration to compensate. Also very costly.
  5. Toggle would be great, especially to work what the scanner units. Considering the only scan one hex it would make it much easier to keep track of how much ore you pull working only one hex but not everyone does that.
  6. So your suggestion is a way to update skill advantages on elements for a construct you own, after placing them? I really like that idea, so long as it is limited to constructs you own. I would not want it to work for orgs or things you only have rights to since that would be to op and people could easily go around updating everything for other people without having to rebuild. Doing it for yourself sounds great though.
  7. I would love to see what they have planed since it is on the login screen. But ship based mining should definitely be a thing as well. To avoid lua I’m thinking a mining laser that requires a special seat/console to control, so it’s all manual. You have to use it to dig just like the hand tool but it is faster/wider then once you hit ore in a planet/ asteroid it just eats up the whole pocket over time without having to re aim. So long as you aim it at a deposit thenano-bots start collecting from the edge and bring it to the beam a few L per second. If you get interrupted for whatever reason the beam stops and you have a cool down to start it back up. Whatever was in the beam for transit will be lost then you can go right pack to mining.
  8. Are you talking in game or on your computer? If you are talking computer, just change your primary monitor before you start up the game and Chang it back after... really simple fix...
  9. This is honestly the only reason I would want VR, just to see the scale of some of the things I have built. Like the giant factory or my beach house.
  10. I like the idea but they definitely need to get other stuff fixed/added first ?
  11. Currently the input/ output for all containers of every type is 10. This can be very limiting for larger builds. So my idea is not to change these limits but instead use hubs as a means of adding more links. as of now the current setup lets you like 10 containers to a hub and the hub provides the 10in/out like a normal container. my idea would change it so that you could you 1 in And out to link to another hub leaving you with 9 in/out on each hub. This would have the benefit of giving your container systems more in/out ports as well as provide cargo access points, as a small screen, around your ship/station. This would have an unlimited amount of in/out And storage though as you could just link more and more hubs and containers. This could also be limited by making a new “master hub” item which could act as a hub for hubs And not use the normal links and be limited to 10 hubs just like how hubs are limited to 10 containers. An item like this would mean you could link 100 containers and have 100 in/out ports Max on one system.
  12. Sorry but I’m not really understanding your argument, sure the tech is a little bit op but it already takes a lot of time to build large ships, mine and do other things in the game and your original post would just add more of a time sync that other games provide. granted in terms of the tech it’s not outside the realm of possibility if you look at theoretical physics and the use of nano machines to do crafting.Nano-bots are already being researched today and the only limit on some of the other tech (irl) like the thrusters is power consumption.
  13. Love the probe idea, to expand on it the 2-5 minutes would give you the general data but the longer you scan the more data you get and probes you have to use, such as scanning individual hexes to find a good place to mine or set down a base as well as possibly discover downed ships or abandoned bases.
  14. Yeah it’s an interesting idea but not really fit for DU I mean you do build your own base from the ground up using vox then adding elements.
  15. Researching tech, especially tech you can sell sounds interesting but instead of unlocking current elements in the game I think making variations of items would be more interesting. like engines with more power but use more fuel, if you don’t tune them correctly while researching or cargo containers with more space but also more weight or higher build cost. Stuff like that where you could research trade offs or spend more time to make more perfect items like engines with more power AND lower fuel costs.
  16. It’s an interesting idea, some kind of exploration once they add more systems would be great instead of just handing us the new planets on a silver plater already mapped out. That was this disappointing thing about no mans ski to me. All those systems and they were all mapped and easy to jump to.
  17. +1 This would be a great addition to the planed market/wallet changes
  18. I am curious to see how they prevent copy paste once people buy ships and such. They should make it nigh impossible to copy lua script as well since this could be a BIG in game money maker.
  19. The UI could definitely use more search function especially with the market and skill pages. More information on all the items would be wonderful as well. Hopefully they also add more filters such as only checking markets within an area or on one planet especially before they let players create markets or it will just be a cluster F to find what you need.
  20. Instead of core size limiting modules, I would love to see power added so that they would have to slap on a few large reactors or something to power those guns and radar to limit them. Example would be every size core puts out x amount of base power then you have to add power elements to give you even more.
  21. Oh, but you can just use your nanocrafter for that... if anything being able to pick up surface ore even in another person’s territory would be more useful for mobile fuel making.
  22. Definitely recycling in steps sounds good so that you could get back to the raw ore. Then have skills to make the recovery % higher but not so high that you could print ore. Maybe a max return of 75% with skills or something like that.
  23. Instead of something complicated like this why not just limit it to the large dynamic core? That way only the largest of ships could provide industrial options and once power is implemented it would be limited further by moving since your engines and such would need that power as well, also more risk since your ship and all that industrial equipment could get blown up.
  24. Asteroids will probably be unlimited. those holes are normally not super deep/still have resources a lot of the time. My hex still had mountains of ore even filled with holes, since bring all that stuff to market is no easy task. One hex can easily fill multiple large containers with ore and you need a massive ship to move that much ore unless you spend the time making many trips.
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