Leaderboard
Popular Content
Showing content with the highest reputation on 10/11/2018 in Posts
-
Currently there are some weapon upgrades that seem to be designed for making thrusters out of weapons. The upgrades that increases weapon recoil, and also especially the one that reduces weapon damage by 100%, those upgrades are very effective at turning weapons into engines, but are not very useful otherwise. Since it could be done with other weapons, I think flamethrowers should be given recoil as well as it would be a much better option for a makeshift engine. The acceleration from the flamethrower would be smooth, as opposed to weapons with low fire rate, it would not flood the screen with bullets, and it would be better in aesthetics as the visual effects would look just like a jet engine. Additionally, real flamethrowers do seem to have recoil so I believe that it would make sense in the game as well.4 points
-
You know the drill. I couldn't think of any sarcastic replies to other topics. Stripes: "Hey mom! Isn't the view so interesting?-" Spit-Snout in the Background: "GET IN THE VAN, I HAVE FREE WI-FI" Stripes with Horns: "Look at this, tribe! I'm gonna collect from two berry bushes at the same time!" Grey Spots: "And that there, daughter, is an example of a programming error." Panda: "I, um... Is it rude of me to say that I'm disappointed our child doesn't look like us?" White Stripes: "What-" Grey Stripes: "My, my, the fireflies like to swarm me when it rains, don't they." Spotted Gills: "This is fine."4 points
-
Hey derpxderp, I hope you don't believe that your chances are getting better by spaming the forum ¯\_(ツ)_/¯4 points
-
I have had that happen to me! sadly I don't have that tribe anymore but she was black with a white mask and spots with purple eyes, entente, nimble fingers, claw, normal hind legs, poison fangs, and lean body, needless to say from then on she was the mother to pretty much mom to every creature in the tribe4 points
-
3 points
-
TAGs are a wonderful way to remember what you made, especially if you come back to an older bot it's easy to get lost in large builds. Having those TAGs show up outside of the part's UI would make it even easier. So for example, you tag your W thrusters as "Forward", and on the left of your screen (with the TAG toggled) you see a list of your tags. If you click on the tag, it highlights the parts that share the same name or key event. Or you could do it blueprint style, with the word you used written on the margins of your drone with a line pointing at what part it is assigned. Here's an example of what I mean.3 points
-
As stated in the title, A logic part that activates two outputs with one input would be greatly appreciated. This would help make a few drone designs of mine less complex and much more viable.2 points
-
I think that the drone core in the game currently is just a concept and and it lacks importance. So what if when building a drone, whether its the main or a factory made drone, they would all need a core, and different size cores could be chosen. The larger the core, the more blocks could be on the drone with the core. For example: 1x1 - 10 blocks, 2x2 - 25 blocks, 3x3 - 60 blocks, 5x5 ( the normal ) - 150, 7x7 - 300 blocks, and possibly more?2 points
-
I like that you can create you own weapons, but I would like to see that feature more expanded, and not just to weapons. - Parts would have a base which can be chosen, bigger sizes give better stats, but can give disadvantages as well (weapons would normally cost more energy, but maybe making the efficieny upgrade less efficient? (80% might be too much)). Batteries and fuel could have bigger explosions, shields recharge more slowly, etc.. - Part types could maybe have different variants, like the different weapon types, and have their own tech tree (in most cases) for customization. Maybe there could be upgrades included that don't just give a advantage or disadvantage, but both, as an example a slower recharging shield for more capacity (or a faster one for less). Not sure if I said everything, but its open to discussion. Read below replies for additional content ideas2 points
-
I am really glad the studio is able to do these different giveaways. Best of luck to both the other entrees and the developers..2 points
-
You made something pretty complicated there so I can't go too deep into it and understand it. Why it jumps at the beginning: You have mapped "Y", "U" and "I" to the jump-thrusters. You have Trigger Impulses, which activate said keys (after a delay), when Arrow-Keys are pressed. Arrow-Keys are detected by sensors, which should not active in the beginning - but: You have XNOR gates which active arrow-keys, if certain other arrow keys are not turned on (which is the case at the start -> no distance sensor detects something). This means right from the start you have a jump-thruster loading and then soon charging forward because of your trigger-impulse, XNOR setup. On another note: You mapped all jump-thrusters which head up and down to "Y", but I think one set of those should be mapped to "T". "T" is not mapped to any thrusters if I got that correctly. I suggest you describe what you want to achieve with your drone and then we can brainstorm how we can help you. This is easier than understanding your logic without context. Also maybe we can find a simpler solution. For sharing here, you don't need to upload your drone to the workshop. You can also export the drone to a *.drn file and then upload here on the forum. So far I think the game logic behaves as intended, if I haven't missed anything.2 points
-
2 points
-
I think agree with Lurkily. If planet state would be saved after each attempt, you might end up with systems which cannot be 'solved' (for example you might destroy something you are not supposed to destroy.). Even if the saving would happen only after successful completion, it would cause trouble; in that scenario the saved state would prevent us from testing if some other approach would have worked better than the first solution. Saved state would be realistic and even cool in some ways, but the cons outweight the pros in my opinion. Also, it would most likely bloat our save files.2 points
-
Sometimes I want the mission, or the ore, or destroyed too many collectibles; I don't see a lot of upside to saving the state, unless a mission is really frustrating. (In which case you probably have to rebuild anyway.)2 points
-
Oh, new member introduction thread. I guess I count as new member so; I am Baka Red of Baka Rangers (league of legends team of friends who don't seek glory, but only wish to defend the Howling Abyss against evil coming from the other side of the bridge), but I adore the original Baka Rangers from Negima and kinda made my friends adopt their name as our team name. We Baka Rangers are from Finland and we are all working guys (ie: we even get paid!) in IT industry. I was brought to these forums by Nimbatus, which I found from Steam Early access last Saturday (I think), and I already have nearly two days worth of hours with it and it is only Thursday now. I see lots of promise in it, and I hope to see it even more purrfect in future. Like my name suggests, I am a big fan of anime and manga, like many others here seem to be. I also play lots of computer games (league is pretty much the only multiplayer I play. The others are solo games like Stellaris, Skyrim, Minecraft, Civilization (V in my case)... and lots of others, but I guess those four and league are my biggest ones for now. The comments I make are quite likely be like my counterpart's comments (They are called Baka Rangers for reason[For non Anime fans: Baka means stupid/fool/idiot]), but please bear with me. Oh, when do we get VR Nimbatus?2 points
-
2 points
-
What I had noticed is that in the demo release, the standard drone core had the item tip “ability: deploy drones” in my opinion, what I think this means is that the devs intend to give cores customisable abilities at some point. Sure, abilities and the item hint has been removed all together, but you never know.2 points
-
2 points
-
For example, When you complete a easy solar system you can get a basic tech tree upgrade or some resources. But when you complete a harder one, you can get a high tech tree upgrade (without having to research the parenting ones) or lots of resources.2 points
-
I think they made the walrus deer to act like a regular deer, will run if it has the chance but will attack if isolated like Jojo said.2 points
-
It would be nice to have folders to help you organize your drones in the drone selection menu. This would prevent you from having a huge list of drones in your my drones list. It would be especially useful if you had multiple variations of one drone.2 points
-
Hi everyone, It would be fantastic if we could select the shape of aura we want from shields, coolers, and heaters. One of the most challenging things I've found with building ships small and large is using these objects in a way I find doesn't cause issues with the rest of the ship. As it is right now, only for very small drones does a single, circular cooler/heater/shield provide even coverage, but with larger drones it's nearly impossible to not create overlaps which end up unintentionally melting or freezing spots while also providing coverage of critical parts, especially since the body of a drone can flex so much during flight. I'm imagining adding a 3rd slider to the piece would be easy enough and the slider would allow you to select from circle (default), square/rhombus, rectangle, oval, and maybe even something else such as an octagon (to match the core). Being able to select the color for your shields would just be a bonus but I'm sure everyone would love it.2 points
-
I'd love to see these get an angle and range setting; tailor the durability for shields so that less coverage means a tougher shield.2 points
-
Not 100% certain I'm on board with skins, but I'm notoriously unconcerned with multiplayer, so maybe that's just me. I'm far more concerned with logic and sensors. Not trying to disparage . . . I just worry sometimes that the admins get less feedback about what's important to players than they'd like. Maybe some feedback polls should go up. Not that you have to listen to us, mind, I'm just firing off random thoughts. I'm also sick, so maybe not thinking clearly as I should. \2 points
-
There have been a number of suggestions for a 'computer' or 'processor' block, which would contain a number of logic blocks in a second grid or table that you could open up. It would work as it is currently, except that the logic blocks would all operate from within a single part on your drone. (Keep that part safe!)2 points
-
What I'd like is for a selected logic part to have lines to every part its inputs or outputs are used by. Color those lines if they lead to something on the other side of a factory or decoupler, to indicate that they may not ALWAYS be connected. In addition, a fainter line indicating the inputs and outputs THOSE parts are connected to. So you see bright direct connections, and a hint of the larger web of interactions.2 points
-
Wires might look very messy and could make it really hard to make a drone look nice, but I totally feel you on wanting something visual. I know the current system can be really hard to tell what goes where, but that also means you don't know what a drone does by looking at it - which means a new player has to experiment and learn how to use the logic system, instead of copying some picture of how wires should be connected, and a player can't copy someone else's design just by taking a screenshot of it in sumo. The current system also adds complexity, effectively adding to the amount of time it takes to do anything, adding to the amount of gameplay a user can get from the game. This kind of artifical complexity is really important in these games, because without it the logic can quickly become trivial and a 100 hour game becomes a 20 hour game2 points
-
This is currently my biggest issue and suggestion. It looks like the order of my drones gets shuffled after restarting the game. I can see no pattern to how they are listed - not alphabetical or chronological... Tick box selection for these typical sorting options might be a basic solution. But I'd really love some kind of custom folder/tagging system, to separate out the sumo drones, at the least. And to be able to see more of them on screen at the same time (because my short term memory is bad and and bad at finding things in a long list). It also doesn't make sense that you have to scroll all the way back to the bottom, for your most recent drone, each time you go back to the select screen. Thanks, great game so far.🙂1 point
-
Sorry, couldn’t think of a simpler title😅 But anyways, my suggestion is that planets savet the states they were in. For example, you complete the objective, come back to the planet and it’s exactly how younleft it: no hives, all the tunnels you dug ate still there AND: the resorce you mined is gone. This last part will really remove some cheese from this game. I man being able to farm up infinite resorces off of one planet is a bit absurde. But this feature will open up a lot of other options as well: show up with one fighter drone & destroy the objective, and then come back wtha an unarmed harvester drone! Or landing with a drill heavy digger drone & digging up the entire planet, and just switching to a fighter for easy kills! The possibilities are endless!1 point
-
I have used Flamethrowers with engines purely for the visuals. I did a pod racer that had thruster groups on the end of strong springs, along with a flamethrower. It looked pretty nice.1 point
-
1 point
-
Interesting. This is something we did not forsee, as we focused on 16:9 and keeping it small enough for twitter. So far what we do, is use https://ezgif.com/optimize and throw our gifs in there to compress them to smaller than 8MB. I'm not sure, maybe we can add a setting someday in the option to set the compression (<8MB (Discord), <14MB (Twitter)) and aspect ratio. Good suggestion.1 point
-
I agree with Baka Red but I feel the same way about the gameplay. This game is currently an awesome outlet for that building itch we all seem to share but the gameplay lacks something. Perhaps variety in planets and objectives will help, but we're still missing a strong incentive to keep roaming galaxy after galaxy (other than resources for weapons, which runs out quick). Maybe parts shouldn't be free? Some kind of currency could be used to have a cost for parts so that you're more limited in what kind of drones you can build, forcing you to get creative with your starter blocks. As you progress you accumulate more currency, buy more blocks, sell older blocks you don't use for half price. This would also mean you might be able to download a drone built by another player but not have the parts to actually build and use it. I remember playing Robocraft a few years ago. You had basic blocks that were unlimited and free but if you wanted better stuff you needed to buy them. The pool of parts available to you were shared among all of your builds. If Nimbatus went that route it would also mean that you couldn't have dozens of drones in your 'garage'; you would need to dismantle one to create another, and actual compact, well-designed drones would be an advantage. Players would seek to emulate them. Soon there would be more defined drone builds and finding something outside the norm would be a huge advantage to the designer.1 point
-
You could always have a 'reset' button for the world, but my objection is more that there isn't a clear benefit to gameplay.1 point
-
just saw the giveaway winners, congrats guys!!!!! And here's to hoping i have a second chance to win it1 point
-
1 point
-
Nope, straight up heat. If they ever got to the point where they would actually burn (get that weird magma-ey texture) they'd just go boom instead. I mean, let's face it, if you don't have a cooler installed, the actual fire is more deadly.1 point
-
Ok, let's draw some key winners! The draw is completly based on random numbers. Here are the winners from page 1 - 16. I'll send over your keys via PM ^^ Congrats! Page 1: @DRACL10N Page 2: @Evo-Robot Page 3: @Qwarty4 Page 4: @Maniac1 Page 5: @[username not available] Page 6: @Andur Page 7: @MSG Page 8: @Ippenutt Page 9: @The_PurpleFurry Page 10: @RobotNinja Page 11: @Fireforest Page 12: @ALAN0010YT Page 13: @Drake255 Page 14: @aSackOfRoos Page 15: @Discorded Page 16: @Birdleaf The give away is not yet over though We'll keep it open for some more time and draw winners from page 17 and up. Thank you all very much for participating! We will certainly run more give aways in the forums soon too!1 point
-
I had to look up the fancy Latin/Greek/scientific word for wind for this. So I was thinking that a possible ammo type you could have could be wind/air-based. Give it knock-back at the cost of damage against enemies. On terrain though, it would have a boost to digging power against weak terrain that would be comparable to sand and gravel. Either that or it would move them around, but I'm guessing the boost to digging power would be easier to program. I'm thinking that this boost should be a set amount instead of a percentage, so it'd be possible to make weapons with a digging power of 0 that could still get rid of weak terrain, but they'd do nothing against anything stronger like solid rock or ore. It might actually be kinda fun to use weapons with this to slam enemies into stuff to damage them, repel charge attacks, repel projectiles, and clear weak terrain from around ore without worrying about damaging it.1 point
-
This is actually something you can do with logic. Two directional sensors, tip them 45 degrees. If W and upright, hit the forward thrust. If W and turned right, etc. You'd need a lot. Just thinking about it for a couple seconds, my solution would require (assuming four thrust groups) 2 directional sensors' undivided attention and 16 AND blocks. There's probably a better way, though. Much easier to just have your drone self-orient so that it always faces the direction in which your controls make sense.1 point
-
Ahhhh, I thought it must be a minecraft game mechanic or something. Understood.1 point
-
Electric is tricky. It should have unique behavior; arcing to seek out enemies, and chaining between enemies in groups, maintaining a chain from a charged enemy if they get charged enough to be electrified, etc. That kind of behavior should belong to a new weapon; it's mechanically unique enough that it exceeds the boundaries of what damage types do. Then again, I would have said that about plasma and setting adjacent enemies on fire, too. So maybe damage types exceeding the boundaries of mere status effects is on the table. What about both? An 'electric' damage type that can charge an enemy, who will then spit arcs to adjacent enemies? And those enemies will gain a charge from that, as well. Then, also an 'arc' weapon that discharges an arc which can be any damage type, including electric? If they get too close to the ground, the arc should zap the terrain instead, and diminish their charge - they're being grounded. Maybe this could be used as the one and only snake countermeasure - zap it until it's driven away to ground itself.1 point
-
I have mixed feelings about this. What if I want faster bullets, but don't want more impact force or damage? A lot of the downgrades present are for tailoring weapons to very specific roles, and multiple effects might hinder that. I do feel like some of the strongest upgrades might benefit from having drawbacks as well, (though I still maintain that any upgrade you pay for should always be an overall improvement,) but I'm not sure if I like the idea of having a mixed bag in every upgrade.1 point
-
Not 100% sure how to balance this. It would mean never needing to design with specific damage types in mind; just switch ammo types. You'd never have to look at your loadout to make sure you brought enough ice to a lava planet, for example. What about a 'magazine' part that provides specialized ammo to child weapons? Give it an energy amount; it would be the primary energy source for any child weapon, and as long as its energy holds out, they fire specialized ammunition. But once dead, they can't be used until they fully recharge, and it would be slower than battery recharge.1 point
-
I don't think they're retarded, but maybe their programming is a bit broken. 'Cause I remember when you attacked Walrus deer, they would attack back. The only other thing I remembered was that Walrus deer looked dorky1 point
-
What about an ammo type that treats digging power as 2 points less (minimum 0) when used against ore? If you have the weapon have a low enough digging power, it can slowly destroy terrain, but leave ore unharmed. Think excavation brush over pickaxe.1 point
-
There are quite some wishes for making advanced logic easier. We haven't found a good and satisfactory solution yet, but we definitely have the hardcore logic lovers in our field of view and at least try to find a good solution1 point
-
1 point
-
Yes, that would also be useful! I mean, you basically can get that information now anyway, but you have to keep going into test flight to see if you have enough fuel/battery/thrust, and then if (when) you don't, go back and edit it again, then rinse and repeat. Since it doesn't really change the balance of the game, it would just be a nice little convenience to help get into the actual action quicker by eliminating a lot of the repetition involved. So instead of build, test, build, test, build, test etc. it would be just build, test and (conditional) build if you don't like it after the test. 😃 And yes, I know it doesn't really have the whole physics simulation, but since you aren't actually trying to reach orbit here, it would actually carry a lot more information in a very simple package, since most of the values for these kinds of stats wouldn't change like they do in KSP, since we aren't dealing with atmospheric pressure, drag, lift, etc.1 point
-
There's a thought. Equip miners on a ship like a weapon or a module, and have them beeline for resources and, with some inefficiency involved, burrow through any terrain that gets in their way.1 point