• Space Engineers - Say goodbye to Starmade and Blockade runner.
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[QUOTE=Grenadiac;44596273]neither of those are energy weapons [/QUOTE] What are energy weapons then, plasma guns or some other dumb shit that isn't even close to becoming reality and only exists in sci-fi? [editline]20th April 2014[/editline] [QUOTE=Grenadiac;44596273]rail/coilguns aren't energy weapons, and laser point defense systems aren't an offensive weapon[/QUOTE] Well they aren't an offensive weapon NOW, but it's not that unrealistic to think lasers will be fully weaponized by 2077
yeah they want plasma and like death star lasers on ships i guess which is why they want energy shields
TURBOLASER BOLTS [editline]20th April 2014[/editline] AFT CAPACIWHATITS DOWN 20%
guys i just had a dream about space engineers they're going to add railcannons and thrusters will have faction-colored tracers [editline]20th April 2014[/editline] [QUOTE=NoDachi;44596180]I don't think liquids are good in a vacuum[/QUOTE] It would be good, though. Liquid tends to stick together
[QUOTE=PaperBurrito;44596456]It would be good, though. Liquid tends to stick together[/QUOTE] but the boiling point of liquids in a vacuum...
[QUOTE=NoDachi;44595972]These shield discussions make me vomit in disgust. They make zero sense. Every sci-fi thing: "oh hey an old sci-fi trope that was made for cheep TV set designs - lets add it to EVERYTHING"[/QUOTE] I don't see the problem with shield generators as long as they have some necessary drawbacks. X: Rebirth, for example, has shield generators only cover small areas on the capital ships, while the generators themselves are vulnerable to fire. So the shields act like a buffer to protect the ship's vulnerable turrets until the shield generators are inevitably destroyed by fighters. The argument about it being a tired trope is a bit silly - the gravity generators in SE make absolutely no sense physically (and gravity generators are in basically [I]every single sci-fi show ever[/I]), as do thrusters with infinite fuel.
you're not seriously comparing shield generators to why we need a system to actually walk around our ships lmao ps X: Rebirth was literally one of the worst space games in recent memory
[QUOTE=Saber15;44596641]I don't see the problem with shield generators as long as they have some necessary drawbacks. X: Rebirth, for example, has shield generators only cover small areas on the capital ships, while the generators themselves are vulnerable to fire. So the shields act like a buffer to protect the ship's vulnerable turrets until the shield generators are inevitably destroyed by fighters. The argument about it being a tired trope is a bit silly - the gravity generators in SE make absolutely no sense physically (and gravity generators are in basically [I]every single sci-fi show ever[/I]), as do thrusters with infinite fuel.[/QUOTE] [url]http://blog.marekrosa.org/2013/09/artificial-gravity-in-space-engineers.html[/url] Tbh I disagree with the dev's appraisal of mag boots, I think it would've been rather fun to be able to walk around the outside of ships like in Prey's gravity puzzles; but that's their reasoning. Capital ships in X:Rebirth were shite if you knew how to get into it's shields and just peck away at it's blind spot until it died. As a fan of X3, it was a deeply disappointing sequel in general. I'd like to see at least one space game that doesn't rely on shields; it allows for a lot more interesting tactics and hard decisions the player needs to make, in addition to the reasons I listed in that wall of text I vomited out last page.
energy weapons would be cool too say they need to charge up, requiring a lot of power, as a trade off for not needing ammunition
Once the modding API is implemented you can bet modders will create all kinds of energy shield [I]mods[/I]. That's their thing, and I won't tell them to stop. It shouldn't be in the base game, though.
magboots should totally be added at some point. i don't get why they're so opposed to the idea tbh [editline]20th April[/editline] when we talk about magboots i always think of those rad parts of dead space 1 where the ship would be all fucked up and gutted, and you would stand on some wrecked part of what was once a wall or a ceiling, looking out at the planet with bits of debris sliding slowly away from the ship and severed tubes of oxygen spouting out gas into the vacuum. exploring wrecked ships isn't as fun or immersive with a jetpack imho.
In multiplayer, if someone has a gravity generator on their ship, can you walk around in it while they are flying around?
[QUOTE=Smoot;44597447]In multiplayer, if someone has a gravity generator on their ship, can you walk around in it while they are flying around?[/QUOTE] You can try. It's pretty glitchy, I've phased through the wall before, or somehow hit it and died.
I think I'm going to buy this. Anyone up for some Easter Sunday Space Engineers?
[QUOTE=Smoot;44597627]I think I'm going to buy this. Anyone up for some Easter Sunday Space Engineers?[/QUOTE] I wish you found out about this game/decided to buy it earlier while it was cheaper.
[QUOTE=RocketRacer;44597638]I wish you found out about this game/decided to buy it earlier while it was cheaper.[/QUOTE] $20 isn't bad. I've paid far more for worse reasons.
They need heavier duty landing gear [t]http://i.imgur.com/CH8ZPJU.jpg[/t] My quarter of a million kg dropship needs 38 to land without them all exploding and you still have to go super slow
[QUOTE=NoDachi;44596672]you're not seriously comparing shield generators to why we need a system to actually walk around our ships lmao[/quote] Shields may be necessary to balance out ship-to-ship combat. As it is, a small ship could just wedge itself into some nook in the large ship and hold down the trigger to bore a hole through the ship. Shields of some sort may not be necessary if the Large Ship turrets are powerful when they are implemented, but that brings up the issue of large ships just gibbing anything that comes close. [quote] ps X: Rebirth was literally one of the worst space games in recent memory[/QUOTE] The execution was pretty terrible but it did have some interesting ideas.
I feel that ftl-like shields would be nice. Missiles go right through, and with enough DPS on them, they melt away.
[t]http://i.imgur.com/a34VYFe.jpg[/t] Steamroller dropship is go [t]http://i.imgur.com/dO5Zpw6.jpg[/t]
That dropship reminds me of the starbug.
[QUOTE=Grenadiac;44597718] My quarter of a million kg dropship needs 38 to land without them all exploding and you still have to go super slow[/QUOTE] I don't understand why they even made landing gear breakable. I'm sick of dented deck plating and fighters breaking loose during hard maneuvers.
[QUOTE=Used Car Salesman;44598038]I don't understand why they even made landing gear breakable. I'm sick of dented deck plating and fighters breaking loose during hard maneuvers.[/QUOTE] Probably to prevent players from making landing gear armor. :v:
Energy shields aren't realistic, Energy weapons aren't realistic (or they are, but they're less practical than conventional weapons) , but that doesn't mean we can't have advanced special weapons. I want acid missiles, EMP weapons, Hull ignoring deadly radiation, Sticky explosives/thermite and ways to deploy killbots through enemy hulls.
I want anti-armor drills more than anything.
[QUOTE=The Jack;44598210]Energy shields aren't realistic, Energy weapons aren't realistic (or they are, but they're less practical than conventional weapons) , but that doesn't mean we can't have advanced special weapons. I want acid missiles, EMP weapons, Hull ignoring deadly radiation, Sticky explosives/thermite and ways to deploy killbots through enemy hulls.[/QUOTE] Seriously, though? Acid missiles? On the note of radiation resistant hull, that's one thing that actually *could* be done using an energy field. A high powered EM field would be sufficient to protect against the planned solar emission mechanic.
[QUOTE=Saber15;44598067]Probably to prevent players from making landing gear armor. :v:[/QUOTE] Maybe one of these days they'll get serious about mod support and somebody will fix that. One of the things I want most right now is for rotor copying and pasting to get fixed. I don't want to make any interesting mechanisms when I know I'll have to build it all over again to use it on a different map. That, and the tendency of high-speed objects to simply clip through each other.
[QUOTE=The Jack;44598210]Energy shields aren't realistic, Energy weapons aren't realistic (or they are, but they're less practical than conventional weapons) , but that doesn't mean we can't have advanced special weapons. I want acid missiles, EMP weapons, Hull ignoring deadly radiation, Sticky explosives/thermite and ways to deploy killbots through enemy hulls.[/QUOTE]Acid missiles? Acids are not some magic eat-everything substance. I've spilt more than my fair share of concentrated acids on lab tables, and they haven't started looking like Swiss cheese yet. Plus, acids require being in a solution with water, which is not going to work well in space. I did accidentally drop a copper plate in fuming nitric acid once, that was a fun day. Billowing clouds of poisonous gas and one less copper plate.
[QUOTE=The Jack;44598210] Hull ignoring deadly radiation[/QUOTE] Space is already full of radiation so supposedly every ship(and I guess this also includes the suit) is already radiation-resistant.
Magnetic boots weren't added because devs were choosing a method of navigating ships. They just picked grav gens over mag boots, that is why they weren't added. So I don't see why adding them for navigating powerless spinning ships (you can't currently) is a bad idea.
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