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Posts posted by Lurkily
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37 minutes ago, ManTheMister said:
I like the idea of a larger shield. Either a larger radius, and/or more health, but proportionally higher energy use age. Radius might be slightly harder to balance, seeing as you could theoretically have all of your shields In he middle of your drone and not have to spread them throughout.
You'd be super vulnerable to AoE; my main objection is just not seeing the need. Go too big, and you're less protected, not more. I'm not really opposed heavily, but I don't think I'd use them much, either.
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Do you mind if I ask when it will be more useful to see a drone death 5 minutes later, rather than only seeing them for a minute?
It seems that once you've got your bearings on the location, the only reason to display all dots is for statistical analysis.
How did you make use of them? I feel like I'm missing something.
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Treat events like energy or fuel. If you detach a drone from the core, it should require a wireless connection to receive key or tag events without a connection.
Instead, now I must use logic splitters so that sub drones don't interfere with one another if I print two, and they have no easy way to know when they're decoupled.
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I'd like to see events cease to propagate without a connection. Right now, it is very hard to determine when a sub drone is detached, and should try to move. (Not everything should be immediately decoupled. )
We have a wireless transmitter, and losing a signal from a decoupling is valuable information.
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Right now, you can pass logic to only part of a craft on the other side of a splitter, I bellieve. The wireless transmitters pass signals only to their children. So you can have sub drones whose signals don't interfere with each other, but also have a measure of central control over them.
There have been updates since I last observed this, so feel free to correct me if I'm mistaken.
Edit: I would still like logic not to transmit by default, though. We have a wireless part for that, and breaking contact gives us another source of information by which to control our drones.
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3 hours ago, Markus said:
We're working on some ideas (like weight-classes, a only 10-wins tournament, ...). The sumo (and player vs player mode) are very important to us and we want to make the experience as interesting and challenging as possible. Your discussion is very appreciated and helpful ❤️
Any thoughts on the logic league ideas?
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I've rebuilt my previous system after the untimely demise of the last drone at my own clumsy hands. I now also avoid parenting things to TNT, which helps.
Instead, I parent to fragile parts near TNT. (I want to be sure remnants are treated as debris, in case remnant parts pile up in the hopper.)
The subdrone basically fills with resources as I harvest. It thrusts only upward while below altitude, keeping it a little more stable while attached, and once up to altitude, orbits toward the drone core, and drops into the hopper when it's overhead. I plan to add a little downward thrust to help. That and a couple logic modules, it'll also work on a zero-g-world.
Here's a file. This guy's a JOAT with no armor but multiple shields. He can rebuild himself if destroyed, has coolers, shields, and a magnet for collection missions, the ore couriers, and a bomber factory.
The description will be helpful; it has a few particular behaviors. Only tap P to print the main drone, don't press it; it self-destructs the original when you press it, so if you hold it through the build delay (1 second) you'll self-destruct the new drone, too. I'll fix that eventually.
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Not magnet nets. Mag-nets.
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Honestly, I think shields are approaching a pretty good balance. I think any further refinements should go into the current shield block. The only additional thing I want from them is a blast shield; a shield that blocks AOE damage, but doesn't stop projectiles.
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Based on the description, I thought it had more HP or something, and I am loaded with cursor-seeking rockets most of the time, so hammers aren't a great challenge to begin with.
But yeah, the intent is there, we just need the challenge to ratchet up.
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I'm okay with that. But forever? What if I'm careless? What if i use subdrones or if the bombs in my bomb dispersals or missiles have cameras?
Factories gave the capability to make drones and subdrones disposable. You may not use them that way, but I've had the hopper become difficult to precisely locate because the death of my ore couriers makes it indistinguishable from terrain. Some players are going to have a LOT of death icons on their map.
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I don't feel like any arbitrary number is going to be the right number in this case; the dots are big, and easy to confuse with one another. Giving some feedback (shrinking) on how old the dots are would limit their obstruction of the map, as well as helping the player differentiate between what's active and what's destroyed.
I have a drone currently that rebuilds itself when destroyed, so I end up leaving quite a number of shadows on a map when I'm careless, and I'm somewhat relieved that they're no longer permanent obstructions.
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If you're up for the challenge, go ahead and learn German - I won't advise against it. I just hate the language with a passion.
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Maybe a slow fade, instead of a disappearance. Shrink the dot until it's gone. We still need to cull icons to avoid clutter on the map.
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That's kind of what it is; I thought that Hammerhead was supposed to be tougher? It just needs to be more challenging.
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There is at least one mission of this nature; the hammerhead missions. More is still better, though.
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I was gonna submit my drone . . . . but I loaded up my game, picked my drone, and in my end-of-day stupor, clicked the first button I saw. It happened to be delete.
My drone is gone, but it also had parts parented to TNT to make sure all pieces were treated as debris after its job was done. (And thus wouldn't contribute to lag quite as much.)
This drone was an ore-courier. Everything was parented to TNT, which in turn was parented to a splitter so that two couriers wouldn't interfere with each other. The courier would manufacture, I would vacuum ore with ore-suckers on hinged arms, and when I detached, it would navigate to 100 altitude, and position itself under the drone core (which at start, attaches itself to the Nimbatus, directly over the hopper,) and then dropped by gravity alone into the hopper - zero thrust. The detonation was upon detection of the hopper (terrain).
It always left a spray of parts and struts behind, quite messy.
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I'd prefer a general purpose grapple or cable part that can reel in and out. Then you could make and design a subdrone to do this, instead of having the devs design and implement a complex tethermine.
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Will do, but I'll have to get home to get access to the file.
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Two issues with this. First, The procedure now is rotating the parent, placing the adjacent part, and rotating them back. That seems acceptable, and you'd have to perform the same steps with the grid for the same operation. Second, diagonal parts are rarely used extensively.
I think rotating the core in the grid would enable the same results as rotating the grid around the core, and it would be much more obvious that you need to correct alignment before continuing normally.
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1 hour ago, Micha said:
No we could not reproduce that. Would be great if you can show me
I have a drone that does it pretty regularly. I'll get you a file tonight.
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I know you were working on the factory in general. Did you do anything about factory - built debris and struts behaving weirdly on destruction? (Struts left behind, debris immune to gravity, etc)
I was still trying to find a common cause to it, so I hadn't put up abug report.
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I want to see a sumo mode hyper focused on intelligent design. To this end:
Logic parts do not count toward part limits. (Or have a separate, very high limit - 50 drone parts and 50 logic parts, for instance.)
Logic parts are parented to a specific part (logic core) and cannot have children that are not logic.
The logic core is wirelessly connected to the drone core. It and its children are invisible, have no physics active, collide with nothing. Their only influences are the outputs they generate.
Thruster count is limited to 8. Build smart or go home.
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I believe wheels are on the roadmap. Some high and low gravity challenges would be interesting.
Do you have a suggestion for the mission? Myself, I'd like wormholes to require a minimum competition rate - not forcing you into mission types you hate, but also not unlocking just because you're there.
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Events do not propagate without connection
in Feature Requests
Posted
Can I ask why, though? It seems like intuitive behavior to me, and anything it breaks can be fixed by throwing a wireless connector in. In the meantime, it makes more criteria available by which to control a drone's behavior, without having to add parts or features.
Do you have a specific objection?