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Draxiss

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  1. My beam weapons don't deal any damage to the Mother Hive. When I fire them, they just pass straight through the area that projectile attacks collide with.
  2. I agree that having enemy drones spawn on top of you because you got too close to a hive is a thing that is not good. Don't agree on tiers, though. This is a game built off of trade-offs. Once you have all the best stuff, there's nowhere to go.
  3. Doesn't applying a damping force help prevent circular physics systems from blowing out? On the other hand, I do like the idea of a chassis/skeletal system. That could also help work to create more visually pleasing bots.
  4. Start of the game( . . .) speaking. My question was . . . rhetorical, I guess? I meant it to be something to think about for the future. There ISN'T really an end-game, but there also isn't a fun continuous game like in Minecraft. I actually assume that this is something the Dev's definitely plan on addressing, but I also felt like it's a good thing to have in the back of players' minds when giving feedback.
  5. There should be some slow way to replenish resources. Make it slow and inefficient enough that players are still motivated to find new worlds, but provide a way for players to not feel like they're going to make a huge mistake if the buy a certain gun and lose resources they can never gain back.
  6. That's a good point about abuseable resources. I think resources should be somewhat-renewable, though. Perhaps resource regenerates very slowly? It's also quite possible we're thinking a bit too far ahead in the game's progression, though. What even IS the end-game of Nimbatus? I thought two-barrel weapons were supposed to represent weapons with extra shots.
  7. Before I forget AGAIN, provide STRUTS or some form of support! It's clear that a lot of people want this fixed. . . . . . . . . . Before I forget again AGAIN, getting caught on little bits of impossible-to-see ground that my beam weapons didn't quite clear away is a pain. I'd suggest either making small bits of ground destructible or improving your hit detection when the player is doing sweeps with a beam weapon to clear away any 'snags' of ground.
  8. Here are my suggestions/ideas/feedback. Some of these are controversial, some of these are non-controversial. Drone Design: -Ability to manually enter in values for sensor ranges, angle limits, etc. It's frustrating to manually attempt to manipulate little slider until it's *just* right. -Symmetry Mode. Self-explanatory. -Undo button. Self-explanatory. -Precision positioning and rotating would be nice(including snapping to corners or faces, manual adjustment, and entering in coordinate values.) There is no point to rotating blocks if I can't place them so they'll work together nicely. Drone Parts: -I'd love to see different kinds of drone brains, of different sizes, masses, designs, etc. Make a tiny drone that can only release one or two collector drones but provides some other bonus. -Instead of providing tower- and non-tower weapons, why not have all weapons be non-tower by default, then have the ability to mount them onto a new 'tower' block? Have a cursor-dependent and cursor-independent version. -Shields are incredibly OP until the enemy gets penetration weapons, then become useless. Maybe give shields some sort of health/overheating/increasing energy cost system the more they are hit? Penetrating weapon can deal less damage than normal or have a chance to fail to penetrate. Perhaps relate it to the distance the attack must travel from the edge of the shield to a given drone part, so parts further in are safer and parts further out more vulnerable? Also, implement some sort of repair mechanic so shields aren't 100% necessary. -I'd like be to able to determine the rotation speed of my hinges. They can be pretty slow as it is. -Additionally, energy-using reaction wheels would be pretty handy. -Impair the thrust of any thruster whose exhaust pushes back against the same drone they're attached to? -Then, include a Space-Agey 'Reactionless Drive' (or EMDrive, Vacuum Cavitation Thruster, Warp Drive, etc.) which doesn't require a propellant or reaction, just using energy instead. -Nobody uses the non-refilling fuel tank. NOBODY. -In fact, fuel systems feel identical to power systems, except that I'm not constantly running out of fuel. Add a reactor part that burns through fuel to provide power, so fuel can be used as a propellant OR a power source. Decrease or remove the recharge rate on batteries, and instead have other parts which provide power. Add solar panels, which are bulky but provide free energy so long as you're not underground (out of sunlight, basically.) Add some sort of 'Quantum Reactor' (or 'Net Entropy Reverser,' or 'Thermodynamics Violator') that provides a slow, steady source of energy no matter what environment the drone is in. -Fuel should be mostly non-renewable (or at best, slowly-renewable). Add some kind of 'Intake Vent' (or 'Fuel Extractor') component which can manufacture more fuel while within an atmosphere. Add some part than can extract fuel from the ground. Remove direct fuel regeneration from tanks. Decrease the rate at which any relevant components USE fuel. -Logic Blocks get bulky FAST. I suggest providing some internal logic choices in parts like thrusters. Aesthetics: -I'd love to see more weapon colors. The game is beautiful as-is, but how am I supposed to build the Enterprise-D without Orange Beams? -On a similar note, I'd like to be able to re-color blocks. -NPC drones look more visually pleasing that player drones. I think the ability to apply a cosmetic layer on top of our parts (like FTL or Cosmoteer) would improve this. Mining: -FOR HECK'S SAKE, LET US DIRECT THE MINI-DRONES. It's absolutely awful to sit there, HOPING that the drones will wander into the Green Stuff to collect it. It's also super annoying when you have just a tiny bit of the Green Stuff still left and you have to wait for your drones to finally touch it. -Provide an alternative way to collect resource. Drills? Lasers? Other: -As I'm sure has been said before, this game is PERFECT for multiplayer gameplay. Players working together OR fighting each other would be pretty fun. -Since this is a demo, there will OBVIOUSLY be more stuff later. -A Minimap when on a planet would be nice. There've been a few times when I've accidentally flown too far away from the planet (in no-gravity) and it can be surprisingly hard to find the planet again. -MODS. All of the games you guys've said you're inspired by are Mod-friendly. MODS GOOD. MOD API. MOD LOADER. -To go with the procedurally-generated weapons, maybe allow players to buy/discover weapon modifiers, which can apply one modifier to a given weapon. These would be as expensive, if not more expensive, than purchasing weapons from a shop. They would be single-use, and the weapon must not be currently used on any bots (to prevent any unexpected changes). This would be a fun way to work towards building a particular weapon, so you don't have to obsessively grind in the hopes of finding a certain weapon. These modifiers could also provide some slotless bonus, such as improving base damage of a weapon, limited to the normal base damage range for a weapon of that kind. -When selling weapons to the scrapyard, GIVE US THE DETAILS ON WHAT WE'RE SELLING. -In-game, provide some sort of indicator to tell the player how much damage they've taken.
  9. Exactly what it says on the tin. Should I put my wishlist/suggestions here, or is there a suggestions/feedback subforum? Would the 'Feedback' section be more appropriate?
  10. Make sure the x86 AND the x86_64 are marked as executables.
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