Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Build-A-Base Workshop 13
#76
I love all these ideas and the gamemode. However I had the unfortunate.... "Pleasure" Of being one of the few unlucky bastards that spawned in the normal arrival shuttle full of 50 people beating the shit out of each other as the CE. Watching them push the doors open to let all the air out. And then got pushed out to space, only to float off and die at Hermia....

Anyway, as a quick suggestion I think one of the two pods should be an industrial pod. With it should be the rock drilling rig and the Meson sensor system. It will help smooth things a long a little easier at the start and help people going out mining to conserve their air.

Second suggestion I had was make that box of tools into something that looks like a cargo ship thats close to the shuttle. Nothing really major. It just has 2 airlocks on either side of the ship into a central hall, hall leads to the front which is just those control panels the shuttle has for its cockpit that don't do anything. And the hall leads to the back where everything is. Just organize the stuff a bit better. Maybe add a 3x1 blast door in the back that leads out into a platform like the old salvage ship has.
Reply
#77
Silvercloud29 Wrote:Anyway, as a quick suggestion I think one of the two pods should be an industrial pod. With it should be the rock drilling rig and the Meson sensor system. It will help smooth things a long a little easier at the start and help people going out mining to conserve their air.
I kind of disagree with this, and think that it shouldn't start with those, or at the very least think that, if implemented, should only start with one meson scanner and one rock drilling rig. A lot of people don't realize it but those two things are a miracle to miners, especially if the asteroids are going to have a chance to be filled with mobs. Meson scanner would immediately be able to detect hollow asteroids, and you could just skip right over them and move on to the next one.
Reply
#78
Please remember that this gamemode is intentionally focused on barebones progression from zero. Thus I disagree that the station should start with any mining tools for pods --- you have a decent supply of pickaxes in the supply post and a single power pick for extra kicks in the survey shuttle.

On a related note, I'm in the process of finishing up a thing that allows you to construct your very own mining magnet. The idea is that we have two sorts of mining magnets now, a 'small' one that can generate a 5x5 area of asteroids, and the large one you already know. You'll be able to set up as many magnets as you want, if you have the cash of course.

That being said there is one sprite I find myself using far too much, which is the blueprint marker.
[Image: 1WaX4GG.png]
If some of you could get onto modifying this at least slightly for a:
  • Magnetizer (the tool used to lay out the mining magnet area)
  • Plan Marker (the tool used to lay room plans)
  • Room Marker (the tool used to designate enclosed areas as special rooms for completing milestones)
Reply
#79
More thoughts.

How are Z-levels gonna go? I know they've been mentioned previously but is there a final verdict? Will telesci locations still be a thing? Will the mining/derelict Z-level be completely restructured?

In the event that that is what occurs with the mining/derelict Z-level, I'd like to propose that the mining/derelict Z-level be turned into a giant sort of scrap/salvage yard, filled with busted ships and stations. I know it already is like that, but I mean even more so.
Also, I don't really know if this is possible, but it would be nice if the wrecks could be randomized in the way that asteroids are, or at the very least have the items and enemies in them randomized. The reason for this being the fact that after a few rounds it's very likely that the entire place could be mapped out and all the best items could be grabbed immediately by a savvy salvager.
Reply
#80
Marquesas Wrote:Please remember that this gamemode is intentionally focused on barebones progression from zero. Thus I disagree that the station should start with any mining tools for pods --- you have a decent supply of pickaxes in the supply post and a single power pick for extra kicks in the survey shuttle.

On a related note, I'm in the process of finishing up a thing that allows you to construct your very own mining magnet. The idea is that we have two sorts of mining magnets now, a 'small' one that can generate a 5x5 area of asteroids, and the large one you already know. You'll be able to set up as many magnets as you want, if you have the cash of course.

That being said there is one sprite I find myself using far too much, which is the blueprint marker.
[Image: 1WaX4GG.png]
If some of you could get onto modifying this at least slightly for a:
  • Magnetizer (the tool used to lay out the mining magnet area)
  • Plan Marker (the tool used to lay room plans)
  • Room Marker (the tool used to designate enclosed areas as special rooms for completing milestones)

You could be super lazy and just make them a different color.
Reply
#81
hatmadder Wrote:
Marquesas Wrote:That being said there is one sprite I find myself using far too much, which is the blueprint marker.
[Image: 1WaX4GG.png]
If some of you could get onto modifying this at least slightly for a:
  • Magnetizer (the tool used to lay out the mining magnet area)
  • Plan Marker (the tool used to lay room plans)
  • Room Marker (the tool used to designate enclosed areas as special rooms for completing milestones)

You could be super lazy and just make them a different color.
Ey, palette swaps are completely viable options for this.
Reply
#82
Aye, I guess I'll do that for the time being.
Reply
#83
On that note...
http://i.imgur.com/nbbvhz0.png
Reply
#84
Marquesas Wrote:On that note...
http://i.imgur.com/nbbvhz0.png
Awwww ya mini-putts. Our input DOES matter.

Also, I remember that there use to be a special tool some pods had that could create metal foam, or at least would've if they worked. It would be pretty neat if you could manufacture/buy them.
Reply
#85
I'm a crap spriter but I figured I'd at least give it a shot.

http://i.imgur.com/PKuclXa.png

I literally just replaced the front half with something that vaguely looks like it belongs on a magnet.
Reply
#86
Marquesas, I know you are still working on the features of the game mode, but I was wondering if it was possible you can do this for the supply box at some point down the line.

Quote:Second suggestion I had was make that box of tools into something that looks like a cargo ship that's close to the shuttle. Nothing really major. It just has 2 airlocks on either side of the ship into a central hall, hall leads to the front which is just those control panels the shuttle has for its cockpit that don't do anything. And the hall leads to the back where everything is. Just organize the stuff a bit better. Maybe add a 3x1 blast door in the back that leads out into a platform like the old salvage ship has.
Reply
#87
Marquesas, I am so goddamned blown away by how much work you have put into turning this idea into something so awesome. You are the fucking dude, dude.
Reply
#88
Marquesas Wrote:Please remember that this gamemode is intentionally focused on barebones progression from zero. Thus I disagree that the station should start with any mining tools for pods --- you have a decent supply of pickaxes in the supply post and a single power pick for extra kicks in the survey shuttle.

On a related note, I'm in the process of finishing up a thing that allows you to construct your very own mining magnet. The idea is that we have two sorts of mining magnets now, a 'small' one that can generate a 5x5 area of asteroids, and the large one you already know. You'll be able to set up as many magnets as you want, if you have the cash of course.

That being said there is one sprite I find myself using far too much, which is the blueprint marker.
[Image: 1WaX4GG.png]
If some of you could get onto modifying this at least slightly for a:
  • Magnetizer (the tool used to lay out the mining magnet area)
  • Plan Marker (the tool used to lay room plans)
  • Room Marker (the tool used to designate enclosed areas as special rooms for completing milestones)

I'm a bad artist but I made some quick edits to the Blueprint marker sprite for these. Tell me if they're complete shit and unusable, or if I fucked up with the colors or something.

[Image: WpHhBux.png] - Magnetizer

[Image: qCSj8BQ.png] - Plan Marker

[Image: Y7tw3HG.png] - Room Marker
Reply
#89
Would it be possible to make the shuttle wider by one? The reason I designed it the way I did was because the nose of the shuttle is five tiles wide. But if it were six tiles wide, then the central walkway could be two wide, with double doors all the way back. Considering the number of people who would be walking through there, especially in the very beginning of the round, that seems like a valuable alteration.
Reply
#90
You're killing me. Please realize that everything you can see on that shuttle is hand-coded to be at a specific set of relative coordinates and if I want to add to the ship I have to edit the coordinates of, on average, one-third of everything on the shuttle.

Isaacs Alter Ego Wrote:[Image: WpHhBux.png] - Magnetizer ----- This one I do rather like.

But I find these two rather plain.
[Image: qCSj8BQ.png] - Plan Marker

[Image: Y7tw3HG.png] - Room Marker
Reply


Forum Jump:


Users browsing this thread: 6 Guest(s)