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Found 9 results

  1. Now that schematics have been implemented with the last patch, I went to the nearest market and purchased a decent amount of schematics to use at my small industry. Upon returning to my base I began to load schematics into their respective industry units. I clicked the first industry unit, a smelter, and all of the schematics I had just purchased showed up as an option to put into the smelter. I sorted through all my schematics and loaded the ones that went to the smelter but it got me thinking about a simple ease of use sorting feature. I propose that only the schematics that can be used in
  2. Bank. Bank cells. What if you make cans in distracts, and in them each player will have his own inventory for a certain volume? This is free inventory, not the one on the market. The player has a basic capacity (free), but it can be expanded with credits. There are several levels of expansion. For corporations, special inventories with a very large volume are available. The contents of a bank container can be sold, or items can be bought into it (using the market container manager, this is either a special skill or an NPC hired for a fee).
  3. Allow Shift/Ctrl/Alt+clicking of materials to quick transfer them between inventories. Manually dragging and dropping is so last century.
  4. We’re all sure it’s going to be a big part of gameplay, so how do we make it fun? Simply being ‘emergent’ or freeform isn’t enough to make a mechanic fulfilling in and of itself, of course. So what can we do to keep the player engaged with this aspect of the game, or at least make it feel rewarding for its own sake. Or, if nothing else, make dealing with it not a chore. I’m going to be touching on a few subjects as we go here. ~Construct Inventories ~Market Inventory Mechanics ~Storing and Deploying Constructs ~Shipment Jobs and Contracts ~EDIT: Tactile Co
  5. CalenLoki

    Loadout

    DU will have some kind of infantry PvP. NQ also wants to encourage teamwork in various activities. And I think most agree with me, that forcing players to specialise roles increase the importance of teamplay in infantry combat. IMO it's also important to switch off hand-nanoformers during combat, as they have potential to be extremely OP and immersion breaking. We have inventory system. But because you'll be able to hold cubic meters of matter (or i.e. dozens of different weapons), it can't be used for specialisation. We have leveling system. But It allows seasoned p
  6. We want cargo freighters to be in game right? If the things stay as they are now they won't be a thing as players have huge inventories and they can store materials there, why would they need cargo space? Well, of course i'm not saying that inventory space should be realistic in size but i think the player shouldn't be able to carry more than around 300-400 m3. The excess should be stored in crates that would still compress the material and things. Crates should be only moved one by one or two by two. Yes i know it sounds stupid and boring but i know a few people t
  7. Will there be some kind of Network for Resources / Components like there is in Space Engineers? And if, how will it work? And if not, why not? How will the inventory in genereral be managed?
  8. A little survey to open several issues about builders user experience
  9. So how will the inventory system work, in the brief trailer we see someone produce a cockpit and part of a ship hull from what i assume is their personal inventory so I'm guessing it's quite large in fact large enough to hold all the resources to build a fighter, done with the shake of his glowing hand (some sort of nano fabrication or something). How does this translate to ships, am i going to have to pipe/conveyor the minerals mined by the drill at the front of my ship back into a storage container or will the ship be one entity and the container fill by itself as long as it's part of the sh
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