I think it would be a cool feature to add a specific "quest items" tab in the player inventory, where said items and objects would be represented (not a storage tab) and "saved/ locked" so players can not lose them/ sell them etc. Once the object has been picked up, it is "saved" and shown as icon in that tab, but can not physically be taken back/ used by the player (just a quest state indicator, in other words). Unique items (token with custom icon) could have a toggle property (isQuestItem) so when players pick them up they trigger the "quest step completed" flag and appears in the "Quests Objects" tab of the player inventory, until completion of the task/ quests (then automatically RemoveOnUse). Alternative could be a Bold Letters warning "Quest Item - Can not be sold/removed" in the tooltip when hovering mouse cursor over it, and item can not be picked up from inventory. Of course this would eat up spaces in the normal inventory and cause problems when running several tasks/ quests at the same time, so just a temporary solution. This would not concern "bring me X Sathium Ingots" quests or tasks since these things can be obtained again, but for unique objects it could avoid problem...
Love that Suggestion! Would be quite the same we have in SWTOR, where we have a sec Tab/Inventory in which Quest/Mission Items are getting 'stored', like Key Cards, obtained Rewards which we have to deliver to someone else from a drop/Loot and so on.
Always these grandiose ideas and graphic frills that are planned here. It would be enough for me if the basic functions of this game also worked properly for multiplayer. - If there are more than 3-5 players with their own base and various vehicles on one planet, the game is no longer able to set up the objects without any ships disappearing, being cast into the structures or simply no longer being able to fly. - When entering the atmosphere with docked ships on the capital vessel, they simply disappear from the landing dock, - my large spaceship parked on the planet's surface suddenly starts to fly through the air when I fly the small vessel onto the landing platform or into the hangar. To name just 3 concise examples. We already have new factions that are hollow and empty (traders, various Zirax clones, Tesch, colonists) but more and more are being added without giving the existing content and meaning at all. The complete status system for these factions does not work, less is more ... especially if it were made with quality I'm sorry, but I have the feeling that the game is always bloated with "pretty" but useless content without finally solving the basic problems.
@Jorgodan I think you'll find there's a fair few poi's and opv's coming out in 1.5. The Tesch as a single example are getting 1 new poi and 5 new opv's. There's an old saying that feels fitting, patience is a virtue... It takes time to make poi's/OPVs they don't magically appear out of nowhere. I have another Tesch poi under away but it's likely to take me a while to finish it with all other stuff build's I have ongoing. Of course there's nothing stopping you from building your own poi's/opv's for the factions you feel are a bit low on content and submit there here
@Escarli I think you are misinterpreting Jogordan's post, you're just adding to the problem and i think Jogordan has a very valid point. Every faction out there except the aliens is just a reskin of each other. If i go into the factions.ecf and change the prefix and the color of the Tesch to one of the Zirax subfactions i wouldn't even recognize it ingame. There is nothing that sets each one of them apart. All use the same weapons, shield, ammo. You can loot all the same stuff from anyone, buy anything from anyone. I do not want to undermine your efforts or say your POIs/OPVs are bad, quite the contrary, you're making quite some nice stuff. It's the basic game mechanics and the variety of stuff ingame taht are lackluster all around. I still hope the devs put some work into changing this a little but who knows. I mean, everything in the OP is basically like a speech of any random politician, talking a lot while not saying anything.
I am impressed you have stuck to the road map; everything seems to be progressing, well done and feel free to buy some coffee and doughnuts for all the team
I would still LOVE to see Wheeled Vehicles, Space Engineers does this Really Well. (Though as a game, overall, I am not a fan of SE)
Any updates on what Empyrion is likely to get in the near future? I'm just doing my annual check-in to see where it's headed.
I think that techtree should be stretched to 50 levels and no spawning devices that has not been discover yet.
Why 50? And then what? After you reach 50 you will want to reach 100 etc. I vote for Project Eden's system. Find research points and add to your tech tree, then assign them to the tech you want any time you want no matter how much is needed. If you have the available research points you can research something expensive tech wise. The culprit is you might sacrifice cheap tech of course. So you have to plan aka use brains.