EvilSmoo
Reactions
Comments
-
I'm a little fuzzy on the engine limitations, for ladders and possible stairs. Player bases seem a bit odd about that, I'm not sure if it's some inherent limitation or not.
Now that I think about it, probably not, since linked al… -
(Quote)
3 people seems about right.
One person to drive it. One person to weld the breaches. One person to put out the fires. -
Does this mean you can harvest the Aurora for titanium, using just your knife, now?
-
Ok. I've seen a lot of crappy or unworkable models around here. This is definitely not one of them. Niiiice.
Still, it's an entire MFR level for a couple of functions. It blocks ALL the ladders. It's dev time for minimal return. An… -
(Quote)
No, I never thought that, because they never DID that.
They surfaced, and ran the diesel to recharge the batteries. That time period never saw solar panels. The diesel also ran the engines while it recharge the… -
A car has absolutely nothing to fear from a squirrel. A car has several concerns with dog-sized obstructions in the road, though, and deer through windshields can kill drivers. Obviously the critters are on the losing end, but this is generally no…
-
They go for your face.
-
Why? What would these suggestions add to gameplay, to justify the amount of dev time it would take to do it?
-
I don't see how a single player would realistically generate enough wrecks to affect game performance. Not in normal gameplay, anyway. Mainly, resources and that the player would hopefully not lose too many in the first place. And a few extra sta…
-
Why would the Cyclops NOT have many integrated rescue bags that automatically deploy when catastrophic damage is taken? They would pull the Cyclops near the water surface, or near the top of the tunnel, whichever is closer.
This would m… -
I don't like the idea of having to babysit the Cyclops. It's a mobile deployer for minisubs, and coming back to a wreck would not be fun.
Things still need deterrents. Sure, I don't need to reduce everything to a corpse in order… -
(Quote)
Cargo capacity. A PRAWN can carry you, your inventory, and however much you upgrade it via storage modules (which you will probably want for other upgrades).
A Cyclops can hold a squadron of lockers, plus all of the… -
How about empty suits, wadded up in the corner, or embedded in goo?
Pretty sure futuristic space suits would be at least partially indigestible. -
(Quote)
Disagree, except on a separate, optional "hardcore survival mode" of some sort. Everything gets easy once you know what you're doing, but bootstrapping from a single fabricator to a base without extra knowledge is enough of a chal… -
Planet Explorers made a few weird choices. The scanner made sense, though. You got more scanning ability as you went along in the plot line, and roughly as much as you got new blueprints.
If there was more/better scanning, and it was up… -
I think the "we" is an interesting touch. How much development on SN is this 9-post-wonder-with-no-post-highlight planning to do on vehicles?
That, and I'm wondering what new vehicle need has appeared recently, to require any more vehic… -
Well, you punctuated it, at least.
Now, you should really try and break that up into easily readable paragraphs. Each idea and section a little separate.
Cutscenes in an open game are hard, though, does SN even have ANY alre… -
If you want to know a lot of things, read.
I'd say starting with the best harder sci-fi authors. They introduce "it just works, okay" stuff for shields and star drives, but whenever possible, stick with believable orbital mechani… -
(Quote)
I figured that being unconscious was what kept you alive. While you were quietly lying in the pod gently bleeding from the head, the hunter-killers were homing in on all the stronger, conscious mental signatures. Ripping h… -
(Quote)
Realism vs gameplay at work. If the FO4 areas didn't restock/reset themselves, there would be (at least) 2 issues. 1: The game would have to save EVERY SINGLE THING you pick up, indefinitely. It could never forget an area and re… -
(Quote)
It's a good way to do it. Each settlement has that single array, and crafting can just look at the one container. A bad way would be if each craft action had to query a variable number of containers. A worse way would be … -
I refunded NMS before, maybe I'll pick it up again at some point.

GOG did a me a solid on that one. I think in a f… -
Other things to consider:
- New models required.
- Programming.
- Search-time for going through lockers.
Searching through lockers in a room or two shouldn't be too bad. There's a finite number of lockers you ca… -
I always assumed the magic construction tool was using it to make fictitious super-high-tech alloys. You know, for structure reinforcement. Also, game balance.
Heck, I work at a place where they use exotic stuff for semiconducto… -
The inherent problem is that it's pretty much impossible to make a game that's both challenging for experienced players, and approachable for new players. The devs are obviously tuning it mostly for newer players, because those are the people who r…
-
Why do they have to die? Slam into them with a Seamoth, knock a tooth loose. Punch them with a PRAWN, knock a tooth loose.
Doesn't make sense either way, I've harvested so many things, and weird limits on what they drop is proba… -
(Quote)
"Want" does not factor into it all that much, it's more about what story the game is telling. It would be pretty cool to crash at night, with a fog bank obscuring everything, and a dense fog in the area for a couple … -
oops