Jump to content

Cornflakes

Alpha Team Vanguard
  • Posts

    384
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Cornflakes reacted to Anaximander in FTL Jump drives   
    I can imagine building a gate that leads to a planetary gate that its exit point faces down. Perhaps painting the entry gate with crayon, stateting "SAFE FOR USE". That would be hilariously sinister.
  2. Like
    Cornflakes got a reaction from yamamushi in Physical Inventories and Shipping   
    "When you’ll buy a good on a market 1.000km away from where you stand, it will show up in a local inventory physically attached to that particular market container. So, you have to factor in the cost (in time) to get there and collect your good."
     
    https://devblog.dualthegame.com/2014/12/04/from-barter-to-market-economy/
  3. Like
    Cornflakes got a reaction from Anaximander in FTL Jump drives   
    Well, i hope to be able to build ground based gates as well.
    For lulz and easier ware transport between cities
  4. Like
    Cornflakes got a reaction from Wardion2000 in Multi block system/weaponry   
    Im actually only parroting myself and just agreeing with the other guy.
     
    SE has some equipment engineering possibilities, yes, but for the most part it simply /is/ "slap on more of it".
     
    SE has no variation of FTD's motors/generators which you can taylor for your specific needs within the bounds of the game, practicality and player skill.
     
    In space engineers its always 950kwh/kg uranium regardless of how you build your ship or reactor (as far as i can tell).
    No choice to build a less efficient setup or more efficient setup to statisfy your power needs, no thinking beyond "slap on more of them"
     
    In FTD you can have a large efficient, small powerful, large powerful, or anything inbetween in terms of generators.
    And the extrema of either need some skills on the side of the builder to be pulled off.
     
    There simply is less thinking involved in space engineers to do anything.
    Yes there are cases wheres a lot of thinking involved, like with some of the missle scripts, im not denying that.
     
    But for it to be any good for the community at large and general gameplay it has to be simple to do at least something somewhat useful out of a bit of effort.
    Programming in general is nothing simple or low effort for most of the populace.
     
    Placing blocks and designing machines in doing so is easy and available to everyone.
    core mechanics only being interesting for people who invest a ton of time is a bad idea for a game that wants to have a large player base
  5. Like
    Cornflakes got a reaction from Tnecniw in Target / Damage Combat and Fixed Weapons   
    well, with weapons having limited firing arcs targetting is to turn your ship the right way that your weapons work as good as possible
  6. Like
    Cornflakes got a reaction from Woodsman in arkification   
    this ^
×
×
  • Create New...