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Star Dream

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Posts posted by Star Dream

  1. 1 hour ago, garr890354839 said:

    Yes, it is. Give it Damage III, Shot Count III and Anti-recoil III and you have a death machine.

    You don't really even need the recoil downgrade, unless you're using Minigun. Oddly, the recoil can get so massive that the weapon self-destructs. Though for me, I'd put either Fire Rate III or Big Explosion.

  2. Causes projectiles to explode if an enemy is in its explosion radius, adds a small explosion if the projectile doesn't explode by default, and branches from Cluster Explosion. This could help weapons that fire explosives by default (grenade launchers especially), weapons that have Big Explosion, and weapons that fire multiple bullets.

    • Like 1
  3. The Sniper has returned! It's a very slow-firing weapon that deals extreme amounts of damage per shot, and supports Big Explosion. Give it multiple projectiles with its perfect accuracy and it becomes a force to be reckoned with.

  4. 7 hours ago, STM said:

    It should be easy to just add all the DPS numbers.

    But it's hard for all weapons to hit the same (or any) target. So maybe a live value of 'DPS done to targets in the last 10sec' would be more helpful. Maybe keep the maximum value for bragging rights.

    Doing the same to digging strength could also be nice.

    Oh yeah, accuracy exists. Also, I didn't even think about DPS for digging strength. That would be good too.

  5. Automated weapons that can fire at, damage, and destroy projectiles. Different projectile types could have different amounts of health (shotgun bullets would have the least health, rockets would have a moderate amount of health, and grenades would have the most health), determining how hard they would be to shoot down. This could be applied in the form of an upgrade, or maybe a different weapon or block entirely.

    Moved from Feature Requests to Drone Part Suggestions.

     
  6. Cannon

    A bit of a hybrid between the grenade launcher and the blaster. Deals medium-heavy damage with a medium-low fire rate, and fires medium-speed, exploding projectiles shaped similarly to rockets with heavy recoil and high accuracy. Compatible upgrades: Bullet tree, Big Explosion, damage upgrades and the downgrade, elemental damage upgrades, digging upgrades, fire rate and projectile count upgrades, recoil and accuracy branches, shootforce upgrades, air resistance upgrades and downgrades (there's a bug in the two downgrades, where the first downgrade has no title and the second downgrade is red instead of light purple/violet), lifetime upgrades and downgrades, and the two energy upgrades, Reflective Bullets, and Sticky Bullets. Shot type: Shell.

    Long pulse laser

    A hybrid between the long laser and sniper. Deals high damage at low fire rates, long ranges, and perfect accuracy. This variant is compatible with Big Explosion. Shot type: Long beam.

    Short pulse laser

    A hybrid between the short laser and blaster. Deals very low damage at very high fire rates, short ranges, and moderate accuracy. This variant doesn't have any special upgrade compatibility. Shot type: Short beam.

    Both pulse lasers

    No recoil, compatible with the laser tree, fire rate upgrades, damage upgrades, elemental damage upgrades, digging upgrades, the accuracy branches, and the energy upgrades. Incompatible with Minigun and other projectile count upgrades.

    Split this segment from my original post and deleted the original segment because this is all part suggestions.

  7. A 5x5 hollow block that can contain a 2x2 block, or 9 1x1 blocks, or 4 2x2 blocks, or a 3x3 block, or even a small hollow block with something inside that. Plus, there's only a small hollow block and a normal hollow block, so why not add a large hollow block into the mix?

    Copied and pasted this from my original post I made in the feature requests forum and deleted the original. I didn't know about this forum before posting my original post.

  8. On 10/10/2018 at 7:28 AM, jbox1 said:

    This is a simple idea. A large weapon varient. Simply put, if you connect 8 weapons of the same type, and make them all children of one more weapon of the same type, it will convert the parent weapon into a large weapon (and remove the children). The large weapon will be 3x3, and have proportionally increased stats, with a minor bonus. Said large weapon won't be particularly better than the smaller parts of the same volume, but will simply be more epic (and cheaper on the physics engine). Anyway, would you prefer a bunch of lil' guns, or one big gun?


    ...

     

    oh, and if you connect together 8 large weapons to another large weapon, you get a HUGE 9x9 weapon

    Definitely. But add 2x2, 4x4, and 6x6 as well.

  9. On 3/7/2018 at 8:27 AM, Micha said:

    A heavy cannon with a big heavy projectile and strong recoil.

    lol i actually made a similar post in the feature requests forum because i didn't know this forum existed until now

  10. This should be an easy QoL improvement. Simply add the weapon's total DPS into its stats. This can replace the damage stat for lasers, flamethrowers, and sparkthrowers. Not only that, but it can be added to all other weapons and keep the damage/shot and fire rate stats. I think this could help players in choosing what weapon they want. You can also add an elemental DPS stat.

    • Like 1
  11. 1 hour ago, STM said:

    This would add another dimension to the game. I don't think this is something we will see commin.

    But, how would you display these layers?

    Would every part get a checkbox to tell on what layer it is?

    Yeah, I don't think it'll appear for planets. As for how layers would be displayed, I think the selection color should change depending on part layers, as well as the checkbox.

  12. I think you should be able to collect new red or yellow asteroids for lots of resources in each one. Fewer red asteroids than yellow though. This would make asteroid fields more valuable, and I think this would be a good addition due to their rarity.

    • Like 1
  13. Perhaps change some things to have certain layers of collision, for example one part has layer A, the other has layer B, and yet another part has layer C. This could help for things like factory-based TNT + thruster missile launchers on rotating hinges, or spinners in general. Perhaps you could even allow some drone parts to collide with the backgrounds of planets.

  14. Element type, planet, and mission ideas

    Restoration of EMP. Combines plasma and cryogenic damage to deal damage over time while disabling enemies. Less damage per shot than plasma and cryogenic. Color: Yellow (kinetic can be changed to white, won't really change anything much). A destroyed battery should deal EMP damage to surrounding blocks. Required for missions where you have to recharge a machine or base's supercapacitors, or for collecting objects with high electrical charge. Storm planets have clouds that deal EMP damage when you fly inside, or unleash bolts of lightning that deal EMP damage to objects, enemies, and drones controlled by unsuspecting players. A voltmeter can detect EMP levels in objects and drone parts, while a discharger can lower EMP levels in a radius. Two types of plating can resist EMP: Insulated plating, which protects against plasma, cryogenic, and EMP damage, but is more fragile than the others, and shock-resistant plating, which blocks EMP damage but is more fragile than without element-resistant plating.

     

    Well, this was a giant wall of text, and also my first post, but I had quite a few ideas here. Hope you like my ideas (and the many colors I used)! Moved weapon requests to "Big wall of text - Weapon parts" in the drone part suggestions forum.

    • Like 1
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