I shouldn't ask... Now they look even worse... Not completely useless, just half-usefull... No luck for my Titan...again...
I have a feedback question on the companion module. By sinking devices into the deck I manged to add a constructor and O2. The HV will never be air-tight, so my question is, think I should keep the O2 or scrap it for a fridge (munchies for the worker) and a large storage box? I'm thinking yes, but I wanted to see what other folks thought about the idea.
Or make it a little bigger, so you can make it air-tight, with all the devices you need, and go inside...
I cannot put anything but the docking pads on the top, that raised square in the center cannot be expanded, if I add anything to it I will kill it's ability to top-dock with it's companion CV. Old picture, but you get the idea. I'm worried that the devs will take away the ability to store anything but ore/wood in them in the future. Then again, if I remove one of the two harvest boxes, I can have the fridge and the O2. Decisions, decisions. On a side note, I think I went a little overboard with a weapons wart for a CV. Maybe I should have nixed the cockpit. You spawn it on top of your CV, dock it, then deactivate the engines and leave it there so it's artillery turret and rocket launchers remain active.
I have a survival game running right now with the wart docked to my CV and facing the drone base. The CV and BA's weapons are offline, I will know as soon as the drones pay me a visit. Just so you can get a laugh at my testing process. The CV is turned off, and the base turrets are offline. The drones always come over the mountain to the south when they attack my base. I'm just waiting for them to show up.
I meant make it a little bigger hollow capsule with a door in the place of the cocpit and the other stuff in this square, it'll still be able to dock... You'll have just a door and the docking pads, and everything else inside...
Test complete, the HV did not fire when docked to the CV. There went that idea, or did it? It still fires while sitting on my base. Turret replacement?
Here is my little opinion. I disagree with this post because I know this idea never works in games like Empyrion. There is a reason why games like Minecraft has out lasted almost every game in gaming history. There is a reason why Space Engineers will still be here in 8 years even if I don't agaree with the changes.. Games like Empyrion, Space Engineers and others are not really true Survival games they are creative sandbox games with Survival added to them. Empyrion does a way better job in focusing on their survival than other games have but Creative mode and sharing blue prints and also modding is what will keep these games alive. You take away sharing and adding your blue prints to survival then this game would not make it passed 4 years. Survival is cool but half of the people who play these games don't play them for survival they play them for the creative and building part of it. The survival part for half of the people who play this game in reality is nothing more than a place to test their creations . Empyrion is not Rift, Ark or Dayz and the ones that try to function like true survival games will usually lose half their gamers to newer survival games. In my opinion you can't take out what makes a creative sandbox game attractive in for sake of survival. Survival will take care of itself and those that are hardcore survival gamers will play the way they view is the correct way. There is a game called Planet Nomads where the devs agree with you on how a game like this should function. Now planet Nomad devs have said they're not going to allow players to share their blueprints or build them in creative and move them to survival and I bet Planet Nomads will not be a thing in 2 more years. Even Dual Universe is going to allow a creative mode and allow you to not only share your blueprints but sell them on the open market. So if you build this insane 5km Starwars ship in creative then you can sell the blueprint on the market in survival and people can get it then build it in survival Or share it between friends. I think the Empyrion devs are very very very smart. They're going to let the builders and single players play how they want then also let the Multipayer and hardcore survival players play the game how it was designed to be played. I think they're pulling this off pretty well.
I get where you are coming from, and I feel the same way. However right now I get 35 minutes in the morning and about an hour in the evening to enjoy EGS (if I am lucky). So right now I take the easy way out . I like the building even though I really suck at it. Later on I plan to start a new survival game and play as intended.
You missed the post where I clarified in greater detail what I meant. I never said creative should not exist, and I never said blueprints can not be shared. As would I. I would probably play less if I could not share, but my scenario does not keep one from sharing files on the workshop. I was more describing that using ones own files made in creative and spawned in their own survival waters down the fun factor in survival. I am not suggesting that creative be taken out or that people who only play to build in creative are not allowed to share. I am not really suggesting anything, more posting my thoughts and opinions on how immersion factor, game longevity can sometimes be ruined when one bypasses many of the elements placed in the game to make it fun in the first place. I know building is a ton harder in survival and will get even harder in 6.0. but that hard factor which slows down building is part of the risk/reward process that helps to create an enduring game. I have no issues with creative in and of itself or people spending most of their time in creative and putting things on the workshop. I have just found that when I spend my time in creative to build (where as I used to build in survival) I am not spending any time in survival and therefore missing out a huge chunk of the game.
Yes, you won't even need a base... Build 3 more of these, land with the CV somewhere, unload them, place them around the CV, and you already have a base with defences, and you can keep just the space weapons on the CV... Now this is a mobile base...
But that is the point I am making. Empyrion in my opinion isn't just about survival. Yes survival is a huge part of it but creative mode is a huge part of it too. I look at this game as appealing to everyone. I play survival myself and it is pretty fun but survival mode without being able to spawn your blueprints in survival mode that you built in creative mode this game would get old fast for me and at least 20% of not more of the players that buy games like this. I don't know about you but how many times can you shoot Aliens, mine and take down the same POI over and over again before you're ready to pick up another game? As for me ? Not long but give me the ability to add Star Ship Enterprise or some Giant Carrier that can hold 10 SVs that I built in creative in a survival mode game then things get really interesting again. At least for me it does. I understand the hardcore survival gamers buy games like this for the survival part only but games like Empryion is about freedom, freedom to play the way you would like in my opinion. I can go play a normal survival game anywhere there is nothing unique about it now but when you add the freedom of playing Survival how you would like and not stopping builders or those players that just want to have fun from playing this game in whatever way they feel comfortable it helps a game last. The reason why I love this game because although I am from the starmade,SpaceEngineers and minecraft style of gaming you have a lot of people who from the hardcore survival camp like Rift, Dayz, Ark and other survival like games here too. All of us expect something different from this game and it appears that the Devs are attempting to give everyone at least part what they are looking for.
@Fluffy Yeah ion_storm has a point. Just park them in your hangar or make them otherwise easily dockable to your mothership - and you got mobile defence system ready to go when landing new unexplored planets.
Yeah, true. Things might change. I like redundancy - but in all honestly - I've NEVER needed the second mining storage box I have put 2-3 or even more many times just to make the vessels more "believable" or symmetric - but atleast with my normal miners now I go with just one. If its bigger (and has four turrets), then maybe more.
Thanks for the feedback folks, I removed one harvester box, and added a cargo box and O2. I also tested multiple load-outs with the defense pod, and found plasma turrets to be the most effective. Artillery was too slow in firing, and rockets did not want to fire. I also figured something else out, all HV turrets are not disabled when docked on a CV. The auto-targeting system is, all HV turrets can still be fired manually when docked to a CV.