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  • NW3's Avatar
    Today, 7:39 AM · 296 replies and 9712 views.
    True, which is why I said that I didn't "expect to see any changes". I was simply pointing out that we don't need player trading to solve the materials gathering "issue".
  • NW3's Avatar
    Today, 7:13 AM · 65 replies and 1031 views.
    There's plenty of space to store ships. Currently, all Engineers have planetary bases. Ships can land on planets/moons without needing landing pads. All there needs to be is a large "open air" parking lot to store the ships. Ships can automatically take off and land on planets (when you are in an SRV), so your current ship can fly off to the parking lot, while your new ship flies to a landing pad, so you can engineer/outfit it. The lot would need to be nearby, so that the base's defenses would attack any player that tries to destroy the parked ships. Because some of the engineer bases might not have level ground nearby, not all of the bases would have this facility, but a lot of them could. Actually, I'd like to see "used ship lots" in this game, regardless, so you could buy discounted used ships with non-standard load-outs.
  • NW3's Avatar
    Today, 7:00 AM · 296 replies and 9712 views.
    The problem is, materials are supposed to be difficult to get. Until FD changes their mind, I don't expect to see any changes to that. We don't need player interactions/trading/selling to improve the materials situation. All we need are markets at some stations that let us buy/sell materials. Problem solved. As to player interaction, there need to be more reasons to do things cooperatively: Multiplayer missions, for example. Defending a cargo shipment would be one mission type, but there are lots of untapped possibilities. Of course, there are still probably some multiplayer/connection/networking issues which would need to be addressed for this idea to be viable.
  • NW3's Avatar
    Today, 6:28 AM · 147 replies and 9479 views.
    Yes, the countdown and tunnel animations do take time, but imo, it seems necessary. The speed up to start countdown is probably mostly for combat escape situations, where it adds drama and challenge. In "normal" situations, I don't see why the countdown couldn't start as soon as you throttle up (without waiting for your ship to achieve maximum velocity). The tunnel animation "loading screen" appears to be required. There's no way that all the all data for the entire galaxy can be stored on your local drive, so it has to be downloaded. When my connection is bad, the tunnel animation sometimes plays for an exceptionally long time, while I wait for the data. Would you prefer to see a "Downloading" progress bar instead? The required bits have to be transferred. Yes, harvesting materials on a metallic planet does sound weird. I've never actually landed on a metallic planet, so I've never encountered that situation.
  • Riverside's Avatar
    Yesterday, 7:26 PM · 14 replies and 523 views.
    Not convinced on how much fun it would be, or for how long but it probably would be one of the easier requests to implement, given that the galaxy generation tools are already done & we know very little about the structure other galaxies (ie individual systems) so they would be almost entirely procedurally generated. It would be nice to see the stellar forge used again (from first principles) but I'm not convinced it would add anything other than more locations to travel to. I already have enough destinations to last me for years :)
  • Riverside's Avatar
    Yesterday, 6:31 PM · 14 replies and 523 views.
    And if you zoom in/out with them in view on the galmap you will see that they are not just painted onto the skybox, they are 3D modelled just as nebulae are.
  • Riverside's Avatar
    Yesterday, 6:15 PM · 55 replies and 1225 views.
    Fun read. So assuming at some point our ships will be able to enter atmospheres, it's also reasonable to assume some planets will have higher pressure than 1 bar (Earth sea level air pressure). Assuming they can handle more than 1 bar, going down into a gas giant, or a water world as suggested by the OP, how much pressure will be a reasonable limit do you think? 10bar? 100? Does there need to be a limit at all (I think so). If you 'hit' a star right now & drop out, you can keep going in normal space & eventually your ship will be destroyed by heat. It seems reasonable that at some pressure your ship will also be destroyed, probably with plenty of warning & accompanying groaning sounds. Thoughts?
  • Riverside's Avatar
    Yesterday, 2:26 PM · 55 replies and 1225 views.
    When you're coming down to land in a canyon in shadow & your lights illuminate the ground it's easy to imagine you're underwater, and functionally the gameplay would be identical - the ocean floor is mostly a desert. So while I'd love to be able to 'explore' the floor of a water world it's not a feature I'm clamouring for. Shallow oceans, reefs & hidden bases would be brilliant, but I don't need a vessel that can explore the entire ocean unless there is extra gameplay over & above what we currently have on airless worlds. Water & gasses are all just fluids, of different densities, temperatures & pressures. In-game, temperature isn't a big deal (the ship/srv barely notices whether the surface is 1,500kelvin or 15) so it's not that hard to handwavium pressure & buoyancy away too. Atmospheric bodies have the potential for spectacularly varied landscapes & colours, which will be well received by the community. I can imagine the current complaints about the blandness of airless worlds would rapidly...
  • Riverside's Avatar
    Yesterday, 11:02 AM · 36 replies and 1443 views.
    That 'cutscene' was awesome the first time it happened, and I'm sure quite a bit of the 2.4 reveal will be too. The issue was that there wasn't any variety for a long time, and the spectacular became mundane. To some degree this is inevitable with procedurally generated content, balancing between too rare & too common is a skill that FDev are still learning IMO.
  • NW3's Avatar
    Yesterday, 7:11 AM · 296 replies and 9712 views.
    And you would need to purchase your admission ticket at Hutton Orbital (but they don't mention that until you get to Beagle Point). :D
  • Gunnet's Avatar
    Yesterday, 7:11 AM · 15 replies and 297 views.
    Time for a support ticket :)
  • Gunnet's Avatar
    Yesterday, 7:03 AM · 14 replies and 253 views.
    I steer with pedals. It's really the only option unless you're willing to sacrifice roll control to use your stick, which would be terrible for handling. The SRV doesn't feel like a tracked vehicle, so I just keep it consistent with ship yaw. You can use the CH toe brakes for ship thrust, it just takes a tiny bit of control manager scripting to combine their axes. I wrote up how to do it in a thread in the hardware subforum at some point, will see if I can find it. Edit: Here it is.
  • Gunnet's Avatar
    Yesterday, 2:17 AM · 3 replies and 220 views.
    Gunnet replied to a thread delete all in Suggestions & Feedback
    Good idea. Please just make it difficult to activate accidentally :D
  • Gunnet's Avatar
    Yesterday, 1:59 AM · 89 replies and 2535 views.
    Quite right, many people are offended by seeing things they don't agree with, and businesses can face problems after raising their ire. Like I originally said, the reason we can't all just get along and have nice things ;)
  • Gunnet's Avatar
    Yesterday, 1:48 AM · 89 replies and 2535 views.
    I'm not offended by seeing things I don't personally believe/support/agree with, and quite frankly I don't care about protecting the feelings of anybody who is. See the post I made on page two of this thread:
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"I want to be able to play a great game without being griefed by teenagers" - David Braben


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