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medchtsia

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  1. I Just had another Idea. Fixed weapon blocks: These will be powerful and great for smaller ships and strike crafts so they won't become obsolete during late game. Furthermore, large and high level fixed weapons can consume large amounts of power to balance things out. Also, speaking of strike craft, I was wondering if you were planing on adding remote control drones and carrier components that would allow ships to carry them. Finally, I was curious about NPC interaction and crew, especialy if we can interact with them in depth as well as carry NPCs of faction importance. Specifically, NPCs who can assist with the organization of the player's own faction, which can be useful for those in singleplayer. I almost forgot to mention that I was curious that after the main development, you could make it possible to be in first person in a way unlike Rodina or Interstellar Rift where the ship and its internals are separately running or nearly separate so their wouldn't be much of an issue and the internals that you walk in could have a basic shape based off the shape of the ship itself and the block section that you are in. Also everything could stay in voxel form for obvious reasons.
  2. After quickly reading through the suggestion forums, I wanted to show what I came up with while playing this game. For starters, here is a list for ideal Stations. -Outpost/Frontier Station: A truckstop in space with general services for those who warped in. -General Megastation: A city in space that offers all services and manufactured goods, as a result, it will consume raw materials and be an ideal destination for trade runs. However, it could also only produce manufactured good of a certain type like the stations in Elite: Dangerous. Actually their basicly that. Could also be used as the capitals of factions. -Space Farms: Space stations that produce foodstuff for the populace of all other stations -Fortress/Naval Station/Fleet Headquarters: Basically a giant heavily defended shipyard. The next list has other things -Mega Station Gate: Basically a huge space station with a giant gate inside of it. Like imagine flying into a gate and finding yourself in the middle of a massive space city. -Nomads: Gargantuan ships that sell hard to find good and equipment. -Derelicts: An alternative to asteroid mining and can be found in unpopulated sectors. Basically a giant disabled ship that was obliterated and is now endlessly drifting while surrounded by broken off remains and smaller ship wrecks. A good place to look for higher lever materials. Also pirates to balance things out. -Ship Graveyards: Basically more huge derelicts in one area. -Ship Fuel: Possibly for low to mid level energy generators, can be sold from stations that produce it. Fuel can range from hydrogen to uranium and thorium to exotic energy crystals that can be sold from refinery stations as well. -Capacitors/Batteries: Instead of just balancing the consumption to usage of energy, why not add these things to store energy when your ship isn't boosting or at maximum power usage. -Docking Cave Entrances: For large stations, they could have hollow openings for smaller ships to dock inside of them, which can be good for those in smaller ships who found themselves in a high level sector.
  3. I found this game on SpaceSimCentral and downloaded the demo the next day. Anyway I believe that this game has great potential and do not want it to go into development hell like another space game with procedural generation for literally everything(I'm looking at you Limit Theory). Also Hi.
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