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An autopilot on a planetary surface with an SV or CV (hovering over the targeted area) is easy to implement. An autopilot for an HV is more...
The client controlling the ship would have a smooth movement inside the ship, as his client is moving the ship locally. But anyone ELSE as a...
Using a ships as reference (parent) for the player (camera) can make the game have a very jerky rendering of the environment in multiplayer. If...
There is still the problem of the low resolution FoW but a precise detector range. This can leave areas unexplored (undetected) that are visibly...
That could have all kinds of nasty side-effects coding wise, especially in multiplayer, as the state of the core needs to be recorded, it needs...
Question is how to incorporate that into the user-interface. Some "move" mode in the multitool could do that. -set tool to mode "move" -mark...
More responsive and precise drone movement. The drone movement has too much inertia. -- Have an "escape from placement" option, when placing a...
Console commands are a fallback and development tool. The game is still in active development and partially unstable. So any godmode action can be...
Fact is: if there is an easy and convenient quicksave/quickload system, players WILL use it. And that changes the gameplay experience, as any...
Lets see if the game has a multiplayer core or is pure singleplayer. That will determine a lot how the narrative will play out. But it will not be...
The game seems to use a "realistic" artstyle in the presented scene. EG: not overdoing a nebula star-background as many other space games. And its...
A quickload / quicksave system is certainly possible (albeit slower than other games, as the whole state is permanently updated in the savegame...
Its not "railroading". Its a way to increase the complexity of the gameplay by requiring (and learning) how to keep up logistics for a subsystem....
POIs that are partly buried, should assure not to have the core underground. Its not much fun digging out a structure. But if the player can...
There is a tradeoff for both approaches. A multiplayer where the server is authoritative, and does ALL calculations (including collision...
Looking at the Krita r16 (raw) output in a hex editor: The raw format is actually very very simple. Its basically just each 16bit value (2 bytes)...