Blocks and Devices wish list

Discussion in 'Suggestions' started by Siege Inc., May 27, 2017.

  1. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,286
    Likes Received:
    8,956
    Sadly, there's one problem with that: Fire doesn't burn without oxygen.
    For the most part, the majority of planets don't have enough oxygen to support fire. It would only work on the starter planet (temperate one, not the arid one. No O2 on that one.) and maybe 1 or 2 others in an entire star system. Smoke on a spaceship? That's just asking for everyone to die of carbon monoxide poisoning.
     
    #301
    geostar1024 likes this.
  2. WolfEyes

    WolfEyes Captain

    Joined:
    Mar 20, 2018
    Messages:
    233
    Likes Received:
    417

    Having fire on the temperate starter is the whole point. But the devs nixed it by inserting the a/c. Which blows immersion for me and others. Not having fire on an oxygen planet before being able to construct an a/c doesn't flow.

    We could sit here and go back and forth all night about this but what's done is done. It doesn't change the fact that I have already built a number of fireplaces that have no fire, having no idea what the devs were going to do. They turned out rather nice, too. I lost interest in building any way. At least for the time being. I'm hoping the anniversary release changes that, but, frankly, I doubt it.
     
    #302
  3. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,286
    Likes Received:
    8,956
    Thermal Goggles (Player tool)
    An upgrade to the Nightvision Goggles. Functions the same way. Added bonus to using thermal goggles (aside from the snazzy red screen color) is that creatures and enemies glow brightly and are visible through walls (not terrain). Certain heat-emitting blocks also glow and are visible through walls, namely Generators, Fuel Tanks, Thrusters, Furnaces and Turrets.
    Does not function on Lava Planets.

    Makes it easier to fight enemies in grassy fields and forests as well as determine the number of enemies inside sealed rooms or where to target to take out a generator or fuel tank in a POI.
     
    #303
    Bollen likes this.
  4. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,286
    Likes Received:
    8,956
    This doesn't really need its own thread so i'm sticking it here, even though it's a change to an existing block rather than a new one:

    Minigun Bullets for Minigun Turrets (HV)
    At present, Minigun bullets are everywhere: They're dropped by drones, found in POI boxes and looted from zirax. They're also only used by the handheld minigun and therefore pretty much useless.
    My suggestion is simple: Change the ammo for HV minigun turrets from 15mm rounds for minigun rounds. The reasoning behind it is simple; the HV minigun turrets' barrels are smaller than the fixed gatling guns (those use 15mm ammo), being roughly the same size as the player's handheld minigun. There's also the misleading name.
    Additionally, 15mm ammunition is typically used irl in high-powered anti-materiel rifles (anti-tank) and autocannons. Which doesn't fit the use of HV minigun turrets as effective anti-personel weapons, but basically useless against armor.
     
    #304
    Morrigan and geostar1024 like this.
  5. Studios Games HD

    Studios Games HD Ensign

    Joined:
    Mar 1, 2017
    Messages:
    3
    Likes Received:
    1
    incorporar tela de LCD em recipientes para facilitar a descrição, renomear os contêineres no painel do dispositivo, renomear automaticamente na tela de LCD dos contêineres
     
    #305
  6. geostar1024

    geostar1024 Rear Admiral

    Joined:
    Jan 24, 2016
    Messages:
    1,483
    Likes Received:
    2,459
    To go along with this, it also seems like the HV artillery turret could share ammo with the CV/BA cannon turret (30mm seems a little small for the size of the cannon turret barrel anyway).
     
    #306
    Vermillion likes this.
  7. GasBandit

    GasBandit Commander

    Joined:
    Mar 19, 2017
    Messages:
    43
    Likes Received:
    35
    HVs and CVs get multiturrets suitable for repair/deconstruction... and mounted mining lasers suitable for mining....

    I'd like to see SVs get mounted multi-lasers, for repairing/deconstruction. It'd be nice to be able to make utility SVs to repair or break down structures in a small, agile SV that also would let it happen faster/wider area of effect than a lone turret. Plus, it'd help give SVs more of a role, something they're sort of lacking right now.
     
    #307
  8. geostar1024

    geostar1024 Rear Admiral

    Joined:
    Jan 24, 2016
    Messages:
    1,483
    Likes Received:
    2,459
    Given how the devs keep trying to make HVs attractive, evidently they disagree; SVs are quite versatile already. That said, given that I'd like to see the HV/SV division erased, I'm all for giving SVs deconstruction abilities.
     
    #308
  9. GasBandit

    GasBandit Commander

    Joined:
    Mar 19, 2017
    Messages:
    43
    Likes Received:
    35
    SVs have no role *in orbit* I should have said... planetside, they're still kings of the skies, obviously, but in space, there's nothing an SV can do that a CV can't do better. It'd be nice to have a low-power, small-form-factor alternative. This would give SVs something to do in an orbital playfield that CVs can't do.
     
    #309
  10. geostar1024

    geostar1024 Rear Admiral

    Joined:
    Jan 24, 2016
    Messages:
    1,483
    Likes Received:
    2,459
    Well, it's not the SV's fault that it's not more useful; SVs would be a lot more useful in orbit if CVs didn't behave like overgrown SVs.
     
    #310
  11. GasBandit

    GasBandit Commander

    Joined:
    Mar 19, 2017
    Messages:
    43
    Likes Received:
    35
    PREACH, brother.
     
    #311
    geostar1024 likes this.
  12. OddTheViking

    OddTheViking Ensign

    Joined:
    Aug 26, 2015
    Messages:
    5
    Likes Received:
    7
    For the love of God can we please get more slope shapes!

    I have these two transitions for the 45-degree blocks:
    45_slope1.jpg
    45_slope2.jpg

    But there is no corner transition for these:
    225_slope1.jpg

    The only thing we have is this half-block angle:
    225_slope2.jpg

    We are missing the blocks that fit with these:
    missing_slopes.jpg

    And we are missing the slopes and corner slopes that go with these:
    missing_slopes2.jpg

    Also, I could have sworn we used to have a narrow corner pillar block:
    thin_pillar.jpg

    I NEED THESE BLOCKS!
     
    #312
    Last edited: Aug 31, 2018
  13. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,286
    Likes Received:
    8,956
    For the angled corner slope: It would require new blocks, not ones that fit with that one as they're slab-shaped on top. Placing a block on top would put it above the surface.

    For the narrow pillar block: We do have it. It's on the lower-left of the shape selection window. Next to the thin round pillar.
     
    #313
  14. jesterjunk

    jesterjunk Captain

    Joined:
    Nov 18, 2017
    Messages:
    78
    Likes Received:
    221

    Yes! I still want that corner block to be added.

    [​IMG][​IMG][​IMG]
    ‌‌​

    That narrow pillar block (beam) is still in the game.

    [​IMG]

    [​IMG]
    ‌‌​
     
    #314
    Last edited: Aug 31, 2018
    =NeO= and WolfEyes like this.
  15. OddTheViking

    OddTheViking Ensign

    Joined:
    Aug 26, 2015
    Messages:
    5
    Likes Received:
    7
    Yes, these are not the ones we need for a full corner, however we are missing this to go with them:
    missing_slopes.jpg


    That isn't it. I am talking about one that is in the corner, not centered, and the same width as the "wall" block.
    I edited the pictures again with thicker lines to show it:
    thin_pillar.jpg
     
    #315
  16. jesterjunk

    jesterjunk Captain

    Joined:
    Nov 18, 2017
    Messages:
    78
    Likes Received:
    221
    How about you try it in the game and you will find out that it is not centered, it is a corner (beam).

    [​IMG]
    [​IMG]
     
    #316
    Last edited: Aug 31, 2018
  17. GasBandit

    GasBandit Commander

    Joined:
    Mar 19, 2017
    Messages:
    43
    Likes Received:
    35
    The icon in the menu is wrong, it isn't actually centered. It's the piece you want.
     
    #317
    OddTheViking likes this.
  18. OddTheViking

    OddTheViking Ensign

    Joined:
    Aug 26, 2015
    Messages:
    5
    Likes Received:
    7
    Awesome, thanks guys!

    But now I want the one that is on the icon (centered, thicker) :)
     
    #318
  19. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,286
    Likes Received:
    8,956
    Tarp (SV/HV/CV/BA)
    It's a tarp!
    Comes in the same shapes as windows. It's basically a pixel-thick window (pretty much opaque) with a cloth texture. Not airtight, light passes through it, preferrably not affected by structural integrity (can't support weight, but won't collapse). With it's own texture set like other armor, concrete and wood blocks would allow a variety of different designs and materials.
    Useful as sails on boat-ships (for those that make boats), curtains on base/CV windows, carpets/rugs on floors, banners, awnings, tarp over truss blocks would make a nice "tent" hangar for ships and hovers.
    Made from Plant Fibers (like the starting tent).
     
    #319
    OddTheViking likes this.
  20. Frigidman

    Frigidman Rear Admiral

    Joined:
    Mar 19, 2016
    Messages:
    2,280
    Likes Received:
    3,715
    1 - I really want a Recycler device that takes any "component" and returns ingots, and if the component returns another lesser component, it just keeps reducing until ignots are all that are in the Out bin. That deconstructor is just all wishywashy and inconsistent in the way it behaves.

    2 - Wishing for a nice device block (physical in the game) that acts as the blueprint factory. Not the virtual building in a single UI panel that comes out of thin air. Add to it, the device actually builds the item block by block visually either next to it, or in a pre-designated 'build zone' marked by another type of block.
     
    #320

Share This Page