You know what I'd rather see than atmospheric worlds?

  • Thread starter Deleted member 110222
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Detail sampling & analysis of surface deposits. I'm a Mining Geologist (BSC) etc. so stuff like this makes me feel mmmmm, yummy!

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Especially the sieves! Yes Graded Sieves [heart]
 
First I'd like them to implement WAYPOINTS that you can place when looking at the system map planetary view. COME ON, this is extremely requested, how hard is this to do? Does it need to take years?

If I spot an interesting terrain formation on the map that I really want to go and check out, there is really no instrument to help me out other than compass, and a horrible flight / fsd mechanic to make the whole thing even more annoying. Getting to said spot is a real PITA. As soon as you start fsd drive you lose your maker on the map. So you'll have to point and pray that you're heading in the right direction. Then you need to jump out of warp 'BOOOOOM' to check where the .. you are. Oh I headed a bit wrong, better adjust heading, point 40 degrees upward again 1 2 3 ENGAGE. Hmmm this doesn't look right, gotta check my bearings out of FSD again, 'BOOOOOOM'. Dammit wrong wrong. *rinse and repeat*

Enough to drive a man insane I tell ye.. [haha][knocked out]:O
This has got to be the most clunky and annoying game mechanic ever.
 
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Areas of mineral concentration in the ground where you can deploy a mining rig - as in planetary mining for both "cargo" minerals and materials.

Mining turret for SRV.

Pirate installations (not shown on the map - need coords from a "tip-off" after gaining reputation rank with factions) where you can sell stolen goods for 90% value.)

Illegal Military installations (same as above as a requirement) - selling prohibited weapons at half price.

And my dream - player owned small outposts that you develop by providing materials and inducing trade in the area and keeping the base supplied.
 
I'd like to the source code opened up so all the armchair programmers who seem to think they're so brilliant can show us how it's done.

Come on guys, start coding those procedural cities and planets. It's just a few lines and then off to the pub, hooray!

+ REP

There are some here so delusional about how difficult it is to add some new feature or even elements to a game as big as this. Having said that, FD already have the procedural code in place to insert objects onto a planet. Things like crashed ships, satellites, even the mining extractors I have occasionally come across. All they need to do is model additional POI and add them to the algorithm. Some can be within the BGS like nearly intact crashed ships (no need for anything to loot, just there for the visuals), small settlements of one or two buildings, crashed SRV's, basically things already in the game. But the smart me would enjoy coming across the absurd as well, not all the time but just once out of half a dozen planets. Things like seeing an igloo on an icy world, an advertising sign in the middle of nowhere, a 21st Century porta-loo. Just something that would be easy to model, doesn't add anything to the game except humour.
 
More *depth* to PvE gameplay???? *gasp* :eek:

We're only supposed to be whining on the forums and requesting missions and rewards be reduced to force more fish into the Open bucket!!!! "MOAR NERF PVE!!!" "GET EM OUT OF SOLO!!!!" LOL

OK, but on a serious note, I totally agree. After doing X amount of planetary scans, mining rocks on planets, etc. I've also arrived at the conclusion that there's waaaaay too much emptiness in terms of planetary exploration as it stands. Would be really nice if they opened up a lot more options, including increasing the chances of finding more "random" encounters on planets and so forth.

Fluff is nice, sure- but if there's no depth and substance, there's really no point.
 
i gots plenty to do "on the rocks"

me s got tullamore, jameson .......

HA! I'll have a Dewars.

I'd like to the source code opened up so all the armchair programmers who seem to think they're so brilliant can show us how it's done.

Come on guys, start coding those procedural cities and planets. It's just a few lines and then off to the pub, hooray!

Exactly! I can code a little....I figure I could flesh out a cargo container by next week...[noob]

http://store.steampowered.com/app/398170/Evochron_Legacy/
One guy. Art, sound, coding. One guy.
I get your point though. I'm a coder, but I'm not a games programmer. That is orders of magnitude more difficult than what I do. I've dabbled in little Xbox indie games - it's hard. But guess what? I'm not in the games industry. These guys are. This is their job, and they need to step it up a notch.

Absolutely impressive if it is indeed only one person who did that...However you can see a lightyears difference in almost everything (ships/dash/planets/explosions/etc) in that trailer. In addition (I would figure) since it matches ED so closely, the design didn't require as much creative effort. (ie, I doubt you will find spectrographic codes hidden in the audio...)

But completely valid point.
 
Its not related to planets but.
Personally I would prefer to walk around our ships and see what each ship would look like from the inside, I know it would be difficult for the big ships but still.
 
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