Yo, I find 1st person view too intense, so I play as a female avatar in all my games, (not because it's the only time a female does what I request without a fight...given I actually play her...ok that's part of it) because I don't like looking at a dude's butt all day... and until the VR headsets get closer to a reasonable field of view (or the screen) better than looking through a straw, I'm not into getting jumped by enemies out of no where...maybe you are...THEN I'll have to rig a kinesthetic feedback chair because puking from VR (the military knew about this decades ago, it's called visual vestibular mismatch), ok if you like the medical term: emesis from VR...cause I thought the killer app was VR porn, until I puked...cause I moved my head too fast or something. It took weeks to fix that issue irl. Not many dates appreciated me puking on them...evil technology!
I think I didn't express myself correctly. I mean having information inside the monitors on HVs. As the height and the inclination. Amount of energy remaining load weight, etc. It is something that gives a very good aesthetic level. The truth is that I had not seen that data there !! But it is a bit incomplete. It does not indicate if it is only the nose or side. Given that mass / volume is implemented it is useful to know where the weight is going.
I hear ya, but still... Too intense? I suppose I play with three monitors so I can always literally and physically just turn my "real" head to see what's on my 9 and 3 and just a small twitch of the mouse to see my 6... VR sounds fascinating but I have yet to try it anywhere! For the most part it's too expensive for what I hear is a very early stage technology. Maybe in ten years from now...
Something to enhance the non-combat utility space vehicles Towing Beams Mountable on Small Vessels and Capital Ships Allows towing / lifting of Small Vessels, Hover Vehicles and Capital Ships Turret mounting ideally on both Capital Ships and Small Vessels Towing a docked target would disengage docking (possibly only on faction / neutral targets) Towing has limitations as follows: Cannot attach to a shielded target Cannot tow through warp Target will disconnect if actively piloted (i.e. attempting to move the vehicle as opposed to just sitting in the cockpit, would encourage turning off thrusters etc. when towed) Adds target weight to own for thrust purposes Possibly have grid limits (i.e. Capital ship can lift all, Small vessel can only lift Small Vessel or Hover Vehicle) A system like this would allow for the creation of vessels such as: Rescue ships to pull stuck ships out of high gravity, or back to a safe harbour Drop ships to deliver Hover Vessels from orbit Salvage ships that can tow disabled enemies back to be refurbished Etc. I would think that an energy beam appearance would fit in to the theme of Empyrion much more than physical cables, as all other ranged tools (mining, salvaging, etc) are the same.
I want switches, levers, lights etc to become surface placements. By this I mean that they should not take up a "block" space. With the new "corridor" type blocks I feel this is much more important. I love that I can create these new funky corridors, but with lights and switches as they currently are all my corridors are either dark, or over-sized. It would allow much more compact building, even the possibility of multiple switches on a block. Imagine the possibilities for puzzles, control centers and stuff like that.
What I want is to massive disassembled a ship for parts instead of removing one piece at a time. Have something like a repair bay block to do a massive removal within it range and dumb the parts into cargo boxes.
You can already do that, sort of. When you break a structure and pieces start falling off, you can quickly press F to collect the entire bit that's broken off. I've taken to carving ships and structures up in such a way that a large section falls off that I can quickly pick up.
That tactic isn't the most useful honestly. It only works for bases and only bases that are on a planet or moon. It doesn't work for bases in space and it doesn't work for ships at all, since those don't have structural integrity. A proper automated way to recycle an entire structure, be it base or ship, is highly needed.
How about a small bucket that we can transport and support on the structure to recover. Associated with a container that we choose. Recover the parts in the container. And it would also be interesting to have this option in the repair bay. Recover the ingots and use it to generate there another ship chosen from among the bluprints. If it fits in the place you have as when you generate the repair field.
Have they added plates as blocks yet? Thinner versions of many of the blocks would be very useful for keeping ships small.
Holographic Signage (Visual implementation) Would it be possible to move away from the physical LCD Screens and use a small Projector block (about the size of a motion sensor) in its place, that way we can avoid having 'Empty' screens everywhere that look awful and can't be textured, and it would be more logical. The 'Screen size' could then be selected from the menu It would be cool if you could set it to flicker occasionally as well !
Some ideas to make things more dangerous: Mines - Exploding, either by proximity or remote, hopefully with IFF (identify friend or foe). Electrified fences - The kind with beams of energy or lasers, such that the posts are far apart Bear traps or similar (Very appropriate for the Talon to use, don't you think?) Spike traps - The kind with spikes that poke up if walked on Flame or plasma traps - Similar to above, with flame or plasma that shoots when stepped on Also, how about a very short range flamethrower turret? It would require and consume fuel. They'd be useful for protecting an entrance/exit or something inside as they'd have a very limited range. It should not be very high in the Tech Tree or difficult to build, either, allowing for relatively early game use. Of course, if a player happened to have Temperature or EVA Boosts slotted into their Suit, that would help mitigate the damage. And if the player happened to not have their helmet on or ran out of oxygen, they could also take asphyxiation damage (the flames using up the oxygen or scorching their lungs).
ceiling plates, with a light build in. Indoors I like to use walls for ceilings, but attaching lights to them is not possible. switch block/panels/controls. a switch takes up a whole block, thought it might be nice to have a panel with all the (P menu) signals it would be a device with interface when you look at it, ideally displaying the signals and their status on the outside too.
Grav plates, i am not talking about gravity generator we have now that is all sorts of messed up, i would like a relatively cheep plate i can put on the ground on my space bases that will always act as floor, unlike the wonky physics of the Gravity generator that seems to not know where down is half of the time.
Here are some suggestions from me. I didn't see these in the op but may have missed them. 1. More corridor family blocks especially full block variants, and have blocks that can connect the bulky walls to other corridor blocks. 2. Have all of the textures that are available to steel blocks works on Container extensions. I don't understand way the limitation here. 3. An addendum to the suggestion about choosing emmisive color, I would like to be able to choose Primary, secondary, and emmisive if present on the texture. I think this will work very nicely and by the way that the textures act in game I wouldn't be surprised that it has three layers, colorable, colorable emmisive, and gray.
A part of EGS was testing other survival games and also early access. It's been a while since I returned to any of the others because EGS kept me very entertained. But after seeing that this other game was updated, I was curious to see what had changed (I don't follow the updates like EGS). Oh! surprise!! They have implemented the use of a scanner and are used both for environmental information and to expand the technology tree! It caught my attention because the idea had been raised here. Somewhere in the forum is mentioned and even myself raised something similar. The change in the game is quite noticeable since in this new setting the exploitation is necessary more than ever to be able to expand your technological tree beyond the basics. It is not necessary to survive, but in this case they have also adapted it to obtaining data to continue the story and finish the game (which I finished for the first time since before I lost interest quite soon). The fact is that if you want to have a better performance in your builder you must go look for that technology. This means that if you want to move forward you must move! It is no longer enough to level up! Going from one point to another and looking for data gives you information of where you are, of plants and animals, of minerals, technology and the history of what happened to your ship and your crew! It's quite interesting how the game changes. Not in the content but in the way of playing it. Anyway, the game is based on moving and not planting a base and return to it (you are a nomade on the planet). But the interaction with the environment feels different, surviving with the basics until you have that extra prize to explore is very satisfying. Okay. It was just to comment and share the experience.
Might be nice. But couldn't a docking clamp be used for that purpose already? I haven't tried it, but if you build a big, powerful SV with a docking clamp and dock on a small sv/hv, shouldn't you be able to lift it? No, wait, it detaches as soon as you go up. Perhaps a block that functions the same, but can face in any direction and you have to power it down to detach it?