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tob.s
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Posts posted by tob.s
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already suggestet that but still +1
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Hi,
cause of its "U" shape its very easy for autonumus drones to get trapped in the container right at the start- keeping the sensors from reaching inside the container ( as if there was a closed lid at the top ) could help navigating around it.
greetings,
tobs
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hi,
another one which will help out the programmers
i had multiple cases with mission objectives spawning under the container, so i need to add stuff to avoid the container but no that much that it keeps me from dropping something into the container... jeah it can be done but it requires a lot of extra parts / complexity and keeps me from seeing if my drone will even do its main task correctly.
So to reduce the learning curve, i suggest to have a "neutral zone" around / below your container, where no mission objectives / enemy spawners are allowed to spawn. This should level with difficulty, so 1 point missions allow no objectives / enemys, 2 point missions allow one of them and higher missions have no restrictions, so you will still need to deal with all of this at some point but can gather some experience on the core task first.Also it just makes sense to land somewhere safe...
greetings,
Tobs
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hmm there is the attraction and repel laser and magnets, so atm you cant latch onto terrain but for enemys / collectables etc... still something like an harpoon would be cool
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+1 theres a lot of stuff the current one just is to big for and i dont see that its such an overpowerded part that it needs to be nerved by size.
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Hi,
its great you can set an alternative target on vtols / direction sensors but the would be much mure useable if there was an input to switch to the alternate target and back - so one direction sensor could have the mission objective as primary and the container as secondary objective and allow you to switch between em.
greetings,
Tobs
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Hi, this one is straightforward:
- Add logic slots to drone core:
complex tasks require a lot of logic parts, increasing the drones size and "wobbliness", so this idea might reduce this issue:
On selecting the drone core you get a grid or some slots where you can place the existing logic parts, with the programmer being able to upgrade avaible space at the garage - so start with 4 slots, 8, 16 ... - this would also make the core feel more usefull.
As tradeoff for the logic parts being protected within the core, the core could required some energy based on the number of build in logic parts.greetings,
Tobs
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Hi,
programmer mode is where the fun starts, but atm there are many little things that can realy get annoying and or require complex drones which then cause new issues.
so here is a suggestions to make programmers life easier while keeping the spirit and challenge.add a Distance trigger - similar to the altitutde sensor, this will allow to trigger things dependend the currently tracked objectives distance ( same targets as vtol thruster etc. )
This has many uses:
- it allows you to determine if youre on the objectives side of the planet or the opposite side , so you wont have to dig through the whole planet anymore.
- it could drastlicly reduce travel times as you could set your drone to travel fast and high until close to its objective
( this would also decrease time between retries and so make the whole game less frustrating )
- it would make dropping of stuff at the container less hassle as you could make sure you approach it from above
- set it to enemy and only activate shields etc when needed ( current sensors have to small range for my taste )
and many moreand finaly, add a compare mode for distance triggers and so allow triangulation:
you could assign the sensors to a group ( a,b,c...) and then get outputs for being below, above and equal to the average distance ( between sensors in this group ) perhaps add a tolerance slider too.Triangulation would allow precise and less bouncy tracking and so boost the automation possibilites to a whole new level
Greetings,
Tobs
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change container sensor collision so its less a trap
in 1.2 Update Feature Requests
Posted
there are many ways to get around this problem, but they all require quite a bit of effort - i like to keep drones as small as possible and im also thinking about new players - most autonumus drones with vtol/direction sensors trying to navigate to target will immediately head for the container and get trapped. So you add sensors but this isnt as easy as it seems as you often will still get trapped, this can be such a hassle that one gives up without ever making it out of this trap....
im not such a big fan of mass factory usage, of course its fun but it also makes destroy-missions incredible easy - just make some high flying mothership circlingh around the planet and drop of vtol powered guided missile type of drones - a vtol in the front + an inverted vtol in the rear will make anything track targets without need for sensors/logic - add drill/digging weapons at the top they wont get stuck. And if the first "torpedo" gets trapped in the container its no problem as your mothership will just spawn more. Atm this is quite a cheesy way to finish the programmer if there wasnt the final mission.....