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Nazaxprime

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Everything posted by Nazaxprime

  1. ^^^ This. It would destroy the variation in Avorion. Sry, but it's all a bit too dumbed down for my tastes and reeks of an EA style "ballance pass". I may not like digging through hundreds of turrets, but to only have a few, and all of them basically being the same, just scaled to my ship size... uhh, no thanks.
  2. Signed. First priority being salvaging.
  3. Note, crew is already restricted by managment roles. Add crew quarters to the critical block type bullet point section and that issue would solved. IDK about it all, restricting volume would be enough to cause an effect on "critical" blocks without being redundant. I think the world settings should have options to configure things like this if they were to implemented. If this was the case, I would say signed.
  4. Opportunity plus instinct equals profit. Indeed, if you can't be bothered to loot, or get nudged away from it because you took on more than you could handle, someone should be able to take it. If the npc's can do it, I see no reason to keep things locked to a player for any excessive time... say 20-30 minutes should be more than enough time to get your stuff, or get back to your lost stuff. Maybe even make a smuggler centric block that can deal with mark and unmark items as stolen and un-tag them from entities. Base it upon upon a difference in material and quality and the time it has been idle in space(Abandonment at a max time, and hackable after a short time?).
  5. Off the top of my head: I'd like to see functions to, weld 2 blocks that are overlapping or apart, a similar fill(not only to fill a volume, but also to reconcile parts that are not precisely touching and bring them in-line so they can be kept or merged, an ability to morph placed blocks, , real scalable curved blocks, the ability to re-align/move the mirror lines and utilize multiple mirror lines simultaneously, and set the core block manually. Additionally, a better UI for, and an optimized ways of applying scaled ship presets, instead of the not documented way of pasting to the prefab section, and attaching that way... it's all very unintuitive and difficult to explain. Having a setting to ignore block clipping would also be a good feature(considering the faction ships clip extensively, I can't see it being a balance issue). And TBH, creative should have a ton more features. Fighter, item, custom station, as well as crew creation with an interface similar to a free turret factory with a more complete control options including an item duplicator... Additionally, resizing and panning in UI element windows would fix some problems we have such as the click through, and the inability to see some elements that go outside of a frame or even the fullscreen element. Idk about allowing scaling in the UI element, but I can't see much reason not to beyond rendering issues... that said, it's not all that hard to deal with. A dps calculator in the tooltips and an overhaul of sorting capabilities for the inventory, saved prefabs, and any other things that end up in lists... sorting really needs to be customizable for it to be usable in this game as things get WAY out of hand, really quick. Maybe a toggled lock for items so they can't be accidentally jettisoned, fed to a research station, or sold... Anyway, that's just my short list I suppose, in case anyone was asking. ;D
  6. So far we have all the tools needed for dynamic control and I like it as is. I am just wanting to use a hotkey to toggle power to the friction break blocks so I can make my ship work like I do in Elite Dangerous. "Flight assist on - Flight assist off"
  7. I think a slider up to 9001% would be fine. A more complex faction ship designer is also needed, or maybe something that sources ranked ships from a heavily moderated and voted upon forum thread to seed faction designs would be nice as well. From copypasta, to procedural librarys, it would be a good way to get the factions to look more deliberate and uninque.
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