10-19-2014, 02:35 PM
Oh, yes, now it makes more sense why we had two of those manufacturers. I still feel the general is needed, though. Perhaps we could move the gas extractor into the engine room. A safety hazard? Yes. Do we need those? Yes.
As for the airlocks, I see what you mean, I'll expand the shuttle downwards by an additional line.
For the shuttle defense system that you planned, honestly at this point I see very little reason to implement it. It is likely that all operations will be built incorporating the initial shuttle, basically giving no point whatsoever to those weapons. If we'd force people into building in one specific direction, no attacks from that direction could be defended against from the shuttle. Furthermore, the sheer size of the shuttle itself would need a lot more weapons than the 8 placed by you to be actually useful (unless they're targeted static lasers).
In light of that, unless we can come up with something feasible, I'll be replacing the 'gun control' computers with stuff that help with station management, like ATM, ID computers, and stuff like that.
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We've started thinking about how to 'start off' players, and allow them to attain objects otherwise unreplicable on the station.
My current working idea is:
Please comment/rate/call me hitler.
As for the airlocks, I see what you mean, I'll expand the shuttle downwards by an additional line.
For the shuttle defense system that you planned, honestly at this point I see very little reason to implement it. It is likely that all operations will be built incorporating the initial shuttle, basically giving no point whatsoever to those weapons. If we'd force people into building in one specific direction, no attacks from that direction could be defended against from the shuttle. Furthermore, the sheer size of the shuttle itself would need a lot more weapons than the 8 placed by you to be actually useful (unless they're targeted static lasers).
In light of that, unless we can come up with something feasible, I'll be replacing the 'gun control' computers with stuff that help with station management, like ATM, ID computers, and stuff like that.
---
We've started thinking about how to 'start off' players, and allow them to attain objects otherwise unreplicable on the station.
My current working idea is:
- We start off with a budget that is virtually non-existent. A small amount of funds would be available if emergency supplies are needed.
- The primary way of boosting the budget would be selling minerals mined from the asteroids placed around the edge of the map.
- Additional budget would be invested into the station periodically (every 30 minutes), the amount of which depends on how broke the station is and how incapable of self-sustenance it is - for example, a station with a functional mineral magnet wouldn't be funded as enthusiastically as it can sustain its own existence.
- A special supply computer is available. This computer would use the shipping budget like the other computer but has a special set of supplies I call starter kits. Starter kits would include blueprints for items which are not normally scannable but essential to get the station running at a basic level (like a ruck kit or an AI frame), the framework blueprints for getting a proper cargo bay running, and a kit to set up a small mineral magnet.
- The special supply station is indestructible and can deliver a replacement ruck kit, reverse engineering fabricator, portable reclaimer, device analyzer, soldering iron and pickaxes in case the station manages to reach a diggor mortis state somehow.
- Cargo bay would also bolster additional supplies. This would include blueprint crates for virtually any job ever - pathology, genetics, robotics, chemistry, you name it, they've got it. It would also have a kit to set up the large, proper mineral magnet.
Please comment/rate/call me hitler.