Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[QUOTE=One Ear Ninja;43179930]You're also seeing this from a fairly shallow viewpoint. Wire is pretty much the main reason Gmod is alive and kicking the way it is. I know what you're trying to say about the learning curve, but that's dumbing the game down for people who cannot or are not willing to dedicate time to making something work.
You're talking about you and others like you. It's honestly a kind of selfish viewpoint; it's like saying "I don't know how to do something, so nobody else should be able to either."[/QUOTE]
I wouldn't say wire is the main reason gmod is alive today. TTT, darkRP, serious RP and various other small, but fun gamemodes, are currently the most played gamemodes where wire is non-existent for the most part.
what I'm trying to say is that there should be a solution which satisfies the most people. why should I and others spend time learning advanced game mechanics to fully enjoy the game? and what if we don't want to do that and instead do what we like to do, which is to build ships? the final outcome could work out, but as I and others have mentioned already, it's not a satisfying experience to feel like an alien among others who know the wire system perfectly well.
the game is not being dumbed down by leaving wire out of the game. it's simply leaving a mechanic out. I want to play this to make spaceships, to attack other peoples spaceships, survive, mine, etc. I don't want to spend hours upon hours learning other mechanics to make my experience a whole. why should I do that other than feeling more comfortable around others who know the system too?
in my opinion, something in the middle should be put in place if they're ever gonna add more advanced mechanics. not wire, but more things like the motor in order for us to create more advanced designs, yet have an easy time learning it.
[QUOTE=One Ear Ninja;43179949]Although it's generally agreed that a PLC like Gmod CPU would work. It is a strictly I/O system with a programming style that could either be visual or text-based.[/QUOTE]
Again, remove the actual "programming" and leave something like adding components to a breadboard, then we're talking.
Reasonable command systems based around hooking doors up to sensors so that they open / close when receiving an input or detecting a person in a reasonable range is fine, if it's done in an intuitive way. Same goes for basic drones and such.
Having omnipotent magical blocks like wire's target finders and such that let you find anything on the server and obey a complex script is not really fun, especially when it got to the point in wiremod that people could just shove everything on one chip that goes on a prop, removing the need for thrusters and near everything.
A system built around hooking up detectors, sensors, buttons, engines, motors, simple drones and such would probably work very well, though I've not played SE, so take my words with a truckload of salt.
If they would add something in the style of wire, it should be rewarding(wrong word?) you for making something mechanical with it/make it more context-based...?
Right now for an example, all the motor settings are going to waste imo, when we can't control them outside a menu. I would like to control them, by some sort of system, to be able to make more advanced stuff, but also combining electric engineering (right word(s) again?) with mechanical engineering. Obviously, it shouldn't be something that is enforced, but rather an option to something else.
I would like to create a mech (as someone put as an example), a mech that actually moves by walking. But not making it completely by "code", but with both my mechanical skills/interests as well as my coding ones. I've tried making mechs in Gmod, and they always end up pretty bad, but in gmod it's really punishing trying to make stuff too overly mechanic, instead people just used applyforce mechs, almost completely just wire/coding. Which is shame. I want to be able to construct the joints of a mech, not define the joints in some lines of code.
I agree with you Krazy Bomb. I wasn't alienated though, I was interested, since it's what teached me programming.
What I would want from this game in the long run is depth. Something that is more then "minecraft in space with collision physics" (sorry how I put it, I am obviously over-exaggerating to make a point).
Anything like Wire is pretty much far from being discussed or planned with the current stage of the game.
I don't mind the discussion but just saying. :v:
[QUOTE=darth-veger;43180126]Anything like Wire is pretty much far from being discussed or planned with the current stage of the game.
I don't mind the discussion but just saying. :v:[/QUOTE]
Well yeah, seeing as what the game has right now. It's kinda lacking, and should have other priorities first. But it's hard to not discuss/talking about this, since me for an example are a sucker for stuff like wire.
[QUOTE=darth-veger;43180126]Anything like Wire is pretty much far from being discussed or planned with the current stage of the game.
I don't mind the discussion but just saying. :v:[/QUOTE]
So how about them station gibs having physics?
Or steel walkways with guard rails on both sides, not just one?
lord Veger have you told them about the jump drive server hopping idea
[QUOTE=Pilotguy97;43180398]Or steel walkways with guard rails on both sides, not just one?[/QUOTE]
corner pieces would be good also
Let's please stop all the wire talk, it seems a big waste of time.
Focus on sharing ships and ideas other than wire.
[QUOTE=Wickerman123;43180603] and ideas other than wire.[/QUOTE]
You mean weapons.
[QUOTE=Solidsnail;43180647]You mean weapons.[/QUOTE]
Singularity bomb that makes ships implode instead of explode.
Make it happen.
i think we need to be able to fly our spaceships with flawless grammar
I think a wire mod would be fine, but only if it was completely internal. So it allowed turning systems on/off, opening/closing doors (lockdown, for example), ejecting escape pods, etc., but not targeting enemies, moving things outside the ship, etc. That way it gives no advantage in multiplayer, but still allows cool builds.
[QUOTE=Wickerman123;43180603]Let's please stop all the wire talk, it seems a [B]big waste of time.[/B]
Focus on sharing ships and ideas other than wire.[/QUOTE]
Why? I don't think it's ever a waste of time to discuss things we disagree about. Besides, I had a whole wiremod tutorial typed out :(
Also, I don't think anybody expects the devs to add SpaceWire. As soon as SE supports plugins, I will happily start implementing it myself.
I absolutely expect buttons that you can set up to do different things
[QUOTE=bobsmit;43181019]Why? I don't think it's ever a waste of time to discuss things we disagree about. Besides, I had a whole wiremod tutorial typed out :(
Also, I don't think anybody expects the devs to add SpaceWire. As soon as SE supports plugins, I will happily start implementing it myself.[/QUOTE]
Not saying I don't want it, just saying it's not worth getting to deep into it right now so early in development.
guys stop discussing, wicker isnt interested
[QUOTE=Pilotguy97;43180398]Or steel walkways with guard rails on both sides, not just one?[/QUOTE]
How about a dynamic catwalk block, where it combines with all adjacent catwalk blocks, and creates walls on the sides where there is air?
[QUOTE=Ott;43181884]How about a dynamic catwalk block, where it combines with all adjacent catwalk blocks, and creates walls on the sides where there is air?[/QUOTE]This one be seriously awesome.
[QUOTE=Ott;43181884]How about a dynamic catwalk block, where it combines with all adjacent catwalk blocks, and creates walls on the sides where there is air?[/QUOTE]
It better distinguish blocks that take up all of the space, from blocks that don't, like lamps
[QUOTE=darth-veger;43169382]I think you made the wrong decision, all you do is complain about the game. We don't even know what you want, last time you said why you even bought the game.[/QUOTE]
it was a genuine question
[QUOTE=The golden;43182061]Meh. I personally think all the discussion about large-scale ship combat is a waste of time. We have people getting really creative aspirations about these massive fleet-sized battles with boarding and all kinds of other stuff when I think it's pretty clear the focus of Space Engineers (at this current time) is mining, survival, and building. Maybe with the possibility of fighting off space bandits and stuff, but I would say even that is up in the air.[/QUOTE]
No doubt there will be survival servers and also battle servers.
Because battles in this game have the potential to be very awesome.
I also really can't wait for the mods, assuming such a thing is possible.
And as for the whole wire-in-space argument, it's going to be hard to come up with any solution aside from having it as a toggle that you can turn on if you want to. Personally I like the idea of being able to control devices and wire stuff together and automate things. Even so, have the developers actually said they plan to include anything like that? Maybe it is best left to a mod and up to servers to decide if they want it.
[QUOTE=landstorm;43182182]it was a genuine question[/QUOTE]
Saying "So, what has been added into the game since a few months ago" has a better tone then "so what have they added in the past 2 months, because when i bought it it was lame as fuck".
So yeah, people will obviously not respond to your question.
[QUOTE=One Ear Ninja;43179845]I took a math course in highschool.
It's not that hard, guys.
If you're talking about alienating an entire potential community by saying people who aren't in highschool or dropped out of highschool would feel left out, I think that's kind of a shallow argument.[/QUOTE]
I still don't understand how this could alienate anyone either, it's just more features. If they don't want to use them, just don't. Adding more features isn't a bad thing.
[QUOTE=darth-veger;43182455]Saying "So, what has been added into the game since a few months ago" has a better tone then "so what have they added in the past 2 months, because when i bought it it was lame as fuck".
So yeah, people will obviously not respond to your question.[/QUOTE]
oh it has a better TONE
well im sorry i upset you
Although, it seems the current "weapons" in the game seem more anti-fighter than anti-capital ship.
The ship sizes we're building at the moment are almost impossible to completely destroy, even by throwing [I]other ships[/I] at them.
These are the three largest ships I've built in SE since it's been out, and actually disabling one of them is next to impossible.
[IMG]http://i.imgur.com/IahI9zc.jpg[/IMG]
(There's one of those small blue fighters on the landing pad of the cityship for scale. If you can see it.)
[IMG]http://i.imgur.com/dSjSD2F.png[/IMG]
[IMG]http://i.imgur.com/1LAXDRa.png[/IMG]
[IMG]http://i.imgur.com/jZiKUr8.png[/IMG]
[IMG]http://i.imgur.com/870TzyG.png[/IMG]
[IMG]http://i.imgur.com/4JJG7Ld.png[/IMG]
The Ace of Spades, a frigate. The images show the starboard side of the ship, the bridge, the cargo bay, the medical bay, and the reactors, respectively.
[QUOTE=landstorm;43182660]oh it has a better TONE
well im sorry i upset you[/QUOTE]
Now you're just been an ass.
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