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jbox1

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Everything posted by jbox1

  1. I prefer the sheilds blocking exclusively blast damage. That way they can be specialised towards explosive hazards, and still give heaters and coolers a purpose. Ofc, a blast damage sheild would be extremely appreciated, as countless times cannon bois have ruined my day
  2. Back in the days of Nimbatus demo, planets used to have two missions, one to reveal more land (usually a destroy the transmitter mission) and one to get a rare part. I was just thinking it would be very fun to bring back the secondary missions to earn recourses. Collecting recourses manually is often tedious and dull, but being able to do missions for recourses would be very fun!
  3. Easily! Many people do it actually! Just note, this is often not incredibly beneficial, as the gates should be perfectly fine near the core or back of a drone, but if you already have a button binded to a key, the extra part usually doesn't hurt to much. In case you're wondering, just bind a button gate to a decoupler and let 'er rip!
  4. @Lurkily @notsew93 I want both of you to remember that I am focussing on implementing parts that use recourses, not on having the factory use recourses. The factory will be tricky to balance. Mabey it should just be left as-is?
  5. Meh, I think this “guns blazing, shoot first, ask questions latter” stigma is largely player driven, and not true to what Nimbatus is actually about. plus, I’m using only evidence the game provides, not what the community thinks.
  6. Warning: This post spoils potential future updates of Nimbatus. If you wish to discover this for yourself, do not read this post! Anyway, I while back I made a post about what I thought the future lore of Nimbatus is. Since then, several other users, and even the devs themselves, have contributed information about the potential future lore of Nimbatus. Please note that anything I say here is completely debatable and should not be seen as fact. None of Nimbatus’s lore is completely certain, even by the Dev Team. Either way, here’s the current lore as per my understanding. Firstly, it is apparent that the galaxy is broken into several factions, competing for dominance. You are likely a part of your own faction. Meanwhile, the faction which inhabits all of the planets available are the “corp”. From several loading hints, it is obvious that the corp is into very shaddy buisness, of which you are often responsible for cleaning up. The corp is responsible for the transmitters found on planets, as well as the ground based sentry turrets and cannon bois. They also seem to love spamming them wherever they leave bio waste. The corp is a very dominant force in the galaxy because if the transmitters they leave on their planets. Said transmitters are responsible for interfering with enemy faction equipment (Incuding your own!) to make sure they can keep a hold on their planet. As you know, all planets have a transmitter effect which will often interfeer with your drone. However, a new discovery has recently been discovered. The corp may not exclusively place down the transmitters, turrets and cannon bois you see in game. On some of the Nimbatus promotional footage, a large transmitter building can be seen surrounded by a city scape. This suggests the corp is also responsible for several much larger installations which are yet to be seen ingame, but will probably be seen in the future. The second part of the lore revolves around the Nimbatus’s role. As is stated in loading hints, the Nimbatus is the largest mobile drone factory ever constructed. Your faction seems to be environmentally minded, and many, if not all your missions will revolve around some sort of environmental sustainability. It is likely that your faction mainly focuses on the corp, as the corp is responsible for a lot of environmental damage, in the form of polluting bio barrels or other endeavours. What is also important is that it is likely the corp and whomever is responsible for the Nimbatus are not the only factions. It is very likely that in the future, there will be several playable factions of which you can play as, and potentially aquire specialised drone parts should you play as one of said factions. This summarises Nimbatuses lore to-date, I’ll update this post soon, with some images. If you have any contributions, please comment below. Thanks!
  7. Ye, they plan to add new factions in the future. My theory is posted on this forum.
  8. Whatever you do. DO NOT DO THE "COLLECT BIO-BARRELS" MISSION!!!
  9. So, some people have suggestions which base of parts using recourses to operate, such as weapons or the factory block. However, I've been thinking about the potential implications of using recourses to operate parts in order to function. If a part that consumes recourses is setup to operate continuously (the factory for example), it would mean that a player could continuously loose hard earned recourses and have it drained from their supplies. This would be a horrible occasion, and would waste a lot of time and effort that went into collect said recourses. One of the core game aspects of Nimbatus is to be able to do certain actions without directly inhibiting yourself. So, I devised a work around that should be applied to any sort of parts that could consume recourses. Instead of having parts consume recourses directly from the hotbar, it would use the recourses which are available in it's own recourse tanks. First off, this means that there are no long term effects to the player if a mission fails, as no recourses are actually lost, and it's mearly a trade off. Either to operate the part with recourses, or to load the recourses into the recourse collector. The second benifit is that it can be used to augment a part's usability. If a part requires recourse to have already been collected, then players will have already had to have been on the planet long enough to have harvested the recourses. Finally, it means that best of all, the mission can be replayed at no expense, which is important in a game made like Nimbatus. Also, this sollution also works well for balancing factories. Factories could be set up to consume (any) recourse to produce parts, which would make them still functional, but also more situational for operation. Since the player has to collect recourse prior to using the factory, it will not be spammable, but still useful.
  10. I actually really like the idea of having some weapons use different resources to operate. Mabey guns should use ammo boxes and missiles use missile clamps, so on? This also leads onto having weapons that use resources to run (That won't consume recourses straight from the recourse tab, but from on-board recourse tanks, thereby directly requiring the user to already have found the resources prior to using the weapon.) Either way, seems like a good idea!
  11. I had this quick idea for a simple tool for use in the test flight mode, the keyboard debugger. When in test flight, there will be a small doodad up the top, which when pressed will display a keyboard on screen. The keyboard’s letters will light up when the appropriate key is pressed, including when done so by logic gates. You can also insert a tag into a text box above the keyboard, which will then show the key inputs for the appropriate tag. I just figured this neat little addition would be apriciated by some people.
  12. I think he means logic Filter gates. Requires the input to be activated for an amount of time before sending an output, but will shut down the output as soon as the input goes off.
  13. So, some people are suggesting the implementation of ways to compact their gates into less space and less parts, with custom logic blocks or scripting, but I have a major issue with this idea. Having the ability to have all logic gates in one part would be *extremely* overpowered in Sumo games. Usually, the addition of more brains to a drone would be done at the expense of power, due to the part limit. However, if a user could add a single block to do all the code they want, it would be extremely overpowered. The idea of the sumo arena is for it to be a simple minigame in Nimbatus, but to have the ability to do this would really ruin the experience. However, I do have an idea to mabey make a sort of in between part idea. The “PCB” (Printed Curcuit Board) would be a placeable part, which could have gates placed within it. Said gates will take the same space as they would normally, and cannot overlap. Non-logic gate parts cannot be placed in a PCB. Gates within a PCB are considered seperate from the drone (as if they are on a logic splitter), but you can add “input/output” gates into a PCB, which can be binded to a key inside the PCB and outside the PCB. Both binds can be different keys. Gates inside a PCB will not have their physics calculated, and instead will all be calculated relative to the PCB, saving on computer recourses. The PCB’s health is the same as the sum of its gate’s health. The gates within a PCB will still count to the part count, except for the input/output gates and the PCB itself. PCBs can also be saved, and used again in other drones. In conclusion, these PCBs would allow the ability to easily manage large amounts of gates without taxing usability or computer recourses, and will also be more stable and economical to use. They won’t severely affect Nimbatus as a whole, but will certainly aid players in designs requiring complex curcuitry.
  14. This would make a nice change. Mabey even a water planet, where you’ll need specialised propelors for your drone?
  15. Not that I am complaining ofc XD yes, the old system was incredibly annoying.
  16. 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.
  17. Might have some trouble verses a pure rammer build (like salt levels rising). This guy uses jump thrusters which provide damage over sustainability, while salt levels uses exclusively thrusters, and may give your build some trouble.
  18. 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
  19. Rocket shotguns were op, no changing that. Sure, they were fun, but a game doesn't work if there is an obviously superior weapon.
  20. I feel that this is against the design of the game, and will definetly screw with sumo mode. I know it may seem like a good idea at first, but balancing it will be very tricky.
  21. So, I know that you're probably swarmed with suggestions at the moment, but, meh, I have a keyboard an an internet connection so I have the right to have an opinion! I just have a couple few buildmode suggestions that would be neat: "Disable all warnings" toggle Disable all warnings will make the game ignore all warn testings, and clean up the UI. Probably useless, but us veterans would prefer it XD Replace tool You've probably heard this one before, but the ability to move the parent of a large amount of parts, or replace the parent would be really useful Bind view This is inspired by Besiege. In build mode, there would be a doodad button which could be pressed, and would display the binds of all the parts of a drone. This would be handy for downloaded drone, if you want an idea of what keys are mapped where. Copy settings The copy settings tool would allow you to copy the settings of a part (without copying the part itself) and paste said settings into another part No autobinds mode No autobinds mode would be a toggle in build mode. When enabled, any parts placed will not be given a default bind. This way you can know when you haven't remapped a part's key, such as thrusters, and so it won't affect your builds significantly.
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