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Markus

Developer
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Posts posted by Markus

  1. I haven't put to much thought or experiments in it yet, but I one wanted to make detachable drones which stick to pushers from the side and use side-force to bring them out from their intended motion vector. So this strategy might work against them if your main-part can evade the initial push. Just thinking aloud here, not yet tested xD 

    • Like 1
  2. Good suggestion, haven't thought about that :) we'll have to check if this is fun (and can't be exploited): I assume you could just land your "main part" in there and then print (with the factory part) lots of small drones there without fear of getting destroyed. So I'm not sure if we'll change that, but I really appreciate your suggestion. It's sometimes hard to see those things if you are so close to the game :) 

  3. Interesting suggestions. We balanced the fueltanks and batteries just a while ago and we didn't have enough data do evaluate if they are optimal, but we'll work on that topic in the future and optimize everything. Your suggestions help, thank you for sharing :) 

  4. Thank you very much for this suggestion. I would also like to see more stats :) KSP of course is much more physically accurate and has a whole simulation which makes sense, whereas we just tweak the values as we think it's the most fun :) 

    But I also think that it would be useful to see a total usage/production/capacity statistics for fuel and energy somewhere in the editor to eliminate guesswork and make drones more efficient :) 

    • Like 2
  5. Thank you for posting. Unfortunately I'm not well versed enough for helping in this special case.

    Can you try to make a new savegame in one of the remaining slots if you have one (slot 2 or 3), quickly build a drone there, quit and see if the saving works in this slot? Maybe the saveslot 1 got somehow corrupted. But let's check first if it's a general problem. Thank you for your patience!

  6. The problem with having more than one connection per part is twofold. The first problem is physics. When we add more connections, the physics calculation which is already very demanding with big drones, would even be more taxing, and we want to make sure that the game is smoothly playable on most computers. The other thing is, that in earlier builds more rigid structures were less fun, everything felt very similar and also there are already a lot of games which have rigid spaceship building.

    I think we might/want to add a part which makes drones more stable, but we have to balance it well :) So it's still fun and doesn't break you computer xD 

  7. Ah, interesting. Yes, that sounds really useful. I was also thinking of having something like area where you can deposit small constructions and leave them there to re-organize things and then use them instead of always parenting them to other parts so that you don't lose them.

    • Like 1
  8. We wanted to implement a key-mapping overlay, but there was not enough time for the Early Access, I'm sorry. It's on our todo list and will most likely find its way into the game in one way or another. Thank you for your suggestions, helps to evaluate what really is needed by the players. :) 

  9. Yes, I also want to have this feature :) Not sure when we focus more on the sandbox part, but it most likely will happen during the early access :) Thank you for joining and posting this suggestion! We love how players come up with crazy big drone ideas.

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