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Posts posted by Lurkily
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Logic parts are a special case. (I made some of those suggestions - check for a logic league post, a sumo mode with free logic that doesn't interfere with design.) Part of Nibatus' core appeal is making drones that are intelligently responsive to your needs, or even that operate autonomously. I think enabling more comprehensive logic without having to trade off capability is a really good idea for Nimbatus.
I'm absolutely in favor of limiting logic's impact on part count. Either make them only consume .5 or .25 parts, or put them in a 'processor' block that acts as a box for logic parts, so that several parts can be included in a compact design, and limit their impact on part count, or just make them free with regards to part count.
As for Sumo, (According to players better versed in its dynamics,) massive rams are the dynamic now; though they're often defeated by a spinner, and matchmaking just changed, so they may stop dominating sumo soon.
The reason I like the overall limit for Nimbatus (with the sole exception of logic) is that Nimbatus is an engineering and logistics game. It's where much of the challenge and much of the fun is. It's where Nimbatus is unique and where it shines. I think progression is necessary, but telling people they have a 25-part limit but only 3 of them can be engines, when they want to build for super speed, restricts what Nimbatus is best at.
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I agree that this would be ideal; but if the methods for generating it can't catch it, then the methods for checking it might fail as well.
I just don't know if it will be important in evaluating the issue to know both what version generated it, as well as what version presented it. Thanks for clearing that up.
We have a lot of duplicate issues, so I'm seeing if I can clean things up. This is more of a tracking system than a discussion forum, so it'll help the devs to keep it neater. Feel free to message me if you find duplicate concepts, I'll take a look at whether to merge them.
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No, I mean the part count currently used for Sumo and such; not a weapon part count, and an engine part count, but total parts in the drone.
I agree that progression will be necessary, I just don't think it should come at the expense of telling a player he can't engineer for maximum speed or maximum destruction if he decides he wants to. Within limits, but not THOSE limits.
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Huh. I'm pretty sure I've been able to use that entry box properly. I haven't checked to see if the intervals are used accurately in-game, though.
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15 minutes ago, MrFaul said:
Oh I do realize how much work is necessary, but that is nothing to be scared of after all it is a alpha.
Now is the time to tryout different things reverting at this point is still easy. I'm sure the game will greatly benefit from this change.
4On the one hand, you have a point. If they intend to do it, now is the time. On the other hand, dev time is a resource; those hours are the points we buy our new features with. This is an aggregate of several expensive items on the feature tree, and it's going to require sacrificing other features that we could buy with those hours.
I don't think logic NEEDS to be overhauled to the degree you suggest to achieve the results you suggest; the wired connections for example, are basically a different implementation of this, and it doesn't mean quite so much sacrifice to obtain it.
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You could just add a thermometer and a freezer to protect your core from heat. I'm not sure constraining people to a certain balance is the way Nimbatus should tip; that sounds more like a space sim where you buy pre-built ships, which obviously each have their own capability. When you're building from scratch, only being able to put three guns on it doesn't make as much sense.
I think the progression of drone size and complexity should be through part count or mass; it still gives the player absolute freedom, but also forbids behemoths and autonomous world-crushers right at the outset.
The factory in particular does need some balance; there's some talk of making it use energy, energy and fuel, or even harvested resources.
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It looks like the damage is assigned before the game moves on to detonating the next pack, so the next pack is damage-detonated instead of signal-detonated. But then, the third back in the chain should be signal-detonated before the second explodes. Huh.
Micah, how about stopping block regeneration for a moment after taking damage? Half a second of halted regeneration would obviate this, and is a common game mechanic for making continual damage more threatening, and not something you can just out-regen.
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Merged a few topics; Mr. Faul's adds the second planet to the roster, and is recent as of this posting. (0.5.9 using a save imported from 0.5.8)
3 hours ago, MrFaul said:Ok this save is a immigrated one from [0.5.8] but this still shouldn't happen.
1MrFaul, did you permit the game to start you on a new galaxy for the new version, or were you continuing in your 0.5.8 galaxy until going through the next wormhole? It might be a corrected problem that persisted because you were using the worlds generated by 0.5.8. I'm not certain that's how any of this works, but it seems reasonable to ask.
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We've got some ideas on the books regarding requiring logic blocks to be linked by some wiring, or requiring being a part of the same connected structure; I think this falls much in line with those, without quite requiring a complete rebuild of logic, design environment, UI, and some attention to every input-actuated part, and its UI.
What you're suggesting is a good idea, but even acknowledging that it's a lot of work, I'm not certain you realize just how far that work spreads.
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Oooo. My own transmitters.
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Honestly, I don't think we need to address the hackable aspects, really. In fact, it'd be interesting to introduce more.
In Portal, Valve found a number of puzzles had solutions in them that didn't require completing the puzzle. Some of these were left in, being more difficult and requiring a more creative use of the tools given the player than the actual puzzle did.
They decided to leave the 'ninja' solutions in. I think we should at least think about permitting 'mad scientist' solutions without trying to make them prohibitively difficult.
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8 hours ago, unmog said:
I was trying to do the same thing actually, for probably simpler reasons. It would be nice if there was an option in the switches for "start on" and "start off". Very simple... I decided to be lazy and just use a button so that its always on but now I cant turn it off if I ever needed to~
Add a decoupler, fuel tank, button, and thruster. Use the button to decouple, and to thrust. Just discard the whole assembly on start, but use the fuel tank's "full" status to generate your 'game on' signal. TNT and perhaps a logic timer to detonate the decoupler, (making everything else inactive) if you don't want to risk it actuating twice.
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I think keybinds is a suggestion on the list somewhere that you can vote up, somewhere. Do go through past comments; ignore what's checked-off, but anything you like please do vote on. A lot of good ideas you'd probably like to see are here, and feedback on them is exactly why the forum's here.
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2 hours ago, DaddyLongLegs said:
Use a distance sensor, if it doesn’t detect land then fire bio laser
I'd just fire it regardless, and cut down the excess continually. Not sure I'd use a laser, though.
To really do it properly, and avoid pockets, I think you'd have to eliminate the planet first, though. Then drop some debris in the hole as an impact point to seed the new world.
Perhaps a world-eater that self-destructs at very low altitudes, and whose signal, when lost, triggers the release of the reconstructor.
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I think what he means is that you'd redesign with thermal generators for magma planets, use solar for missions without digging. Not that they would work differently, just that they would have different usefulness, and that each location would have a 'correct' choice, so they wouldn't be a strategic choice.
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Oh, yes, it's fixable; just something to keep in mind if it's pursued.
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The only issue I can see with this is that the altimeter can't take us that high if we need to use logic with this behavior, and the map won't help you get your bearings on that kind of altitude; there's no frame of reference for orbital flight.
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I already see a way to game that system; leave your core aboveground, and send a deployable down to fight.
Still, I don't mind having to actually RETURN to the Nimbatus, to "Return to Nimbatus".
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6 hours ago, Alpino_WILL_STEAL_ oats! said:
Oh BTW this needs to be deleted it’s in the wrong section.
I moved it over; I'll look for sumo weight class/league topics to merge tomorrow.
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7 hours ago, Alpino_WILL_STEAL_ oats! said:
No, what he means is that, the Corp would be using cargo ships to drop unwanted waste on their waste planets.
I get that; I'm talking about a second kind of mission, where enemies actively attack what you're trying to collect. If the mission can resupply collectibles, this could be a pretty intense game mission, with specifically engineered drones to shield and protect magnetized collection spots, trying to fight off attackers before they can destroy a delicate collectible.
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4 minutes ago, Alpino_WILL_STEAL_ oats! said:
I was refering to a giant living monstrosisty madeof scrap
Even with that added information, an AI ship self-repairing with random scrap found in the universe isn't that far-fetched, either. A living thing made out of it seems a bit out of step with lore; most alien life we've seen has been wildlife rather than anything of the intellect to use technology. But still, we're talking about a video game; I think Nimbatus could carry it, if it tried to.
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1 hour ago, Alpino_WILL_STEAL_ oats! said:
yeah I was thinking about an oil rig planet than it hit me. I kinda made it up of the spot. The mission objective would be to retrieve a valuable item / destroy the malfunctioning machines because they are interfering.
I also had an idea for a giant scrap amalgam, but I decided that was far-fetched
Not SO far fetched. Debris can accumulate at Lagrange points and such.
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I'm gonna say snake eggs and hammerheads. Snakes are the only serious challenge presented by the game, (And even so a focused or clever build can outfly or trick them,) and hammerheads have some of the more interesting enemy behavior patterns.
Lava freeze is a little irritating; you have to build specifically for it.
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You would have to create a drone that could walk away from the explosion without looking back.
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Snake egg bugg
in Bugs
Posted
I feel like this may be relevant. Mission generation should of course still be cautious to be sane, but it would also make it impossible to not have achievable win conditions in these scenarios.