A couple of comments on this experimental update, and also replies to other posts in this thread. First, game works fine for me, which is good. I'm not getting the unity crash errors I was getting before. Second, the destruction of deco by vehicles is a bit...temperamental? Sensitive? Using my standard starter HV I'm able to knock over trees. I got the impression from the patch notes that vehicle size/weight was a factor, but I'm able to knock over huge trees that are wider than the wood harvester tool for HV just by gently tapping them. This makes harvesting wood more difficult, and doesn't really add realism. One additional thing to note about this mechanic - the standing dead wood trees can also be knocked down, but will throw the HV wildly off course in the process (at the end of the video in the initial post you can see two of these dead type trees). Knocking over regular trees, no matter how large, does not interrupt momentum or change direction. Knocking down these dead trees will send my small HV tumbling. Haven't tried it yet with a larger HV or with a CV. Will report back. Third - I like the explorer token thing. Looking forward to finding more things that earn tokens; so far it's just been mining surface rocks. I'm going to cheat in a CV to test the tree thing and also hop around and get tokens for exploring playfields and sun types as suggested in the initial post. Fourth - just my opinion - NO to stealth mechanics. That will put the game back to the point before we had a detector, and you could fly around a space playfield for hours and not find anything to mine or POIs to explore. Why go backwards? Also, don't change the way the game plays just to accommodate PVP mechanics...that always ruins games in my experience.
Knocking down Trees wasn't added for Realism but to stop the complains about not being able to... Besides, everyone who attacks a POI with an HV in wooded Terrain runs into troubles when trying to dodge Defensive Fire AND nearby Trees. Stealth NO, agreed.
yeah, I get it. Having a huge CV tipped on it's side because of a little tree was annoying an unrealistic. I like this better, but it needs improvement as a mechanic. Also, in response to Scoob's comment earlier, I also noticed that I can no longer hear thrusters while they are on and I'm standing in the ship or right next to the thruster. I do not get the opposite effect, where you hear the thruster even though it's off. I just get no sound from my thrusters. Weird thing is when I turned them back on, I heard them. I'll have to test some more and then post a bug report. One more thing, in order to get the explorer token, you have to mine by hand. Vehicle based miners (CV in this case) do not give credit.
The decoration destructions is WIP. Next update (next week) will have some tweaks to it f.ex some more deco got added and other balances
Stealth would be a pve mechanic, where you could stealth past enemy ships or soldiers. It wouldn't be for pvp and wouldn't affect your own detectors. In fact it wouldn't affect your game in any way unless you made use of it. I'd love some kind of cloaking device for ships but not sure how it would be balanced.
I think being able to chose stealth or active shields would make things interesting. If a "stealth field" could be tied into ship mass for effectiveness that'd be quite cool too. So, a small, low-power ship would need to be very close to something for it to detect it. A larger, higher-power ship would need to keep further away to remain undetected. Needless to say, a scanner "ping" would announce your presence right away. This would be a very interesting mechanic, if the engine can support it. My ideal of balance would be that it be limited to smaller CV's and SV's to avoid ships that cannot be seen killing everything with ease...funny as that might be the first time you do it lol. Scoob.
I'm not sure if it's the new Unity engine, my computer after a new Windows install from zero or a combination but... performance seems great, better than before in my last install or than ever. All POIs are being rendered seamlessly with every graphics option at the highest. And I can see some better shading and detail here and there. Awesomeness.
Indeed. The grafix are more crispier too...Even at 720p the image is clearer than with previous versions.
Yes ive changed them to something newer, and now they all look the same. Dont know if there to large, if people want them smaller just say so. I might add some more later on Also updated the background and logo to be the same as the main screen in the game. Was still useing the old one
Lighting is quite different too in this update. Lights don't seem to penetrate as far, so, in a room areas that would have been fully illuminated by ambient light previously are now in deep shadow. An example being a door recessed into a wall, previously fully lit by ambient light, now in deep shadow. Additionally, there appears to be a grainy overlay on lots of stuff. I'm on a Moon and the terrain has a grey, grainy overlay on it that does not move with my viewpoint, like there's a thin gauze over my viewpoint. This was very noticeable when the (distant) sun rose, as it had the same grainy overlay. It's quite distracting when you notice it. Not sure if a screen shot would capture it well, it's more visible when in motion, but lossy video capture would likely also cover it up. Scoob.