How about two modules, working together as a team? especially I think of the following: you have a spotter module on a small scout-type vehicle and a large weapon module on the other, bigger vehicle. The weapon coule be a sniper rifle (Long range, precise, but requires free line of sight) a piece of large artillery (also long range, not soo precise, but can fire without line of sight) some long range rockets (like the artillery).
It could work in a way lite this:
1. the scout sneaks up to the enemy and targets it.
2. he send the coordinates to the big gun
3. the big gun sets itself up and
Would *love* a way to zoom in and out, especially when in build mode.
Would also like a way to rotate your vehicle while in build mode. There is a way to spin your view around, but depending on location that may not help (ie, there is a massive pile of blocks in front of you from the thing you just destroyed and your quickly trying to make repairs before the thing that just spawned near you notices you and attacks))
I didn't read the thread yet. But here is a little idea for simpler building: If I click on an unattached part and hover it over an attached part, it would be great, when the new part would swapped with it. And if you don't want it, just move away with the mouse. Is it clear what i mean?
Edit: It should limited to weapons, utilites etc. only. For blocks it doesn't make imho so much sense.
I feel like the controls are a bit wonky overall. Things like the turn speed and the switching of blocks feels not good. Other than that the Build is pretty good. Just wanted to throw that out for the next build.
A way to keep your vehicle from driving off while doing stuff with the base would be nice, or to prevent it from driving into the base and causing damage. For now I've been keeping some big blocks handy to toss under my car so it stays put.
Don't know if it would be easy to implement, but it would be great if a block could be 'locked' so you don't accidentally remove it when trying to move something near it. Quite a few times I went to move a turret and accidentally clicked the block it was on instead and had everything fly off.
Base starts to look a bit messy when you start to have a lot of resources stored over it.
Perhaps replace the tractor beam with a giant silo?
Then we wont end up with a giant cloud of floating parts which might cause lag for some. Plus, it seems that stuff can't be produced when a lot of resources are floating around the base. All the floating stuff blocks the fabricator and refinery from taking resources they need to perform tasks.
I think spawning should be adjusted a bit. It's a bit of a pain to have an enemy spawn right next to you (or right behind you) or have an enemy spawn right next to your base or even partially on top of it. Perhaps make it so enemies spawn x meters away from the player and base? Logically the enemies would come from another base, not just teleport to a location, so it would feel more like your finding them in the world if they spawned a bit of a distance away.
Agreed. It's too hard to defend the base if enemies are coming from more than one direction. Zytukin seems to have the right idea about the safety radius. And please let us build weaponry onto the base!
It's sorta possible to do it already, build a 2nd cockpit in your fabricator and collect the blocks from enemies, basically use the cockpit to build a 2nd vehicle which is nothing but a wall with guns on it. No additional wheels and the wheels on the cockpit wont work once you add a few regular blocks so you wont have to worry about it driving off. Can use your regular vehicle to nudge it around if you need to move it closer/further from your base. If you use the machine guns or cannon, be sure to put a block behind them so they wont turn around and shoot your base trying to hit an enemy on the other side.
That is to say, blocks with attachment points only on their backs and sides. Wide & tall but very thin so they don't add unnecessary bulk to your vehicle, and since they'd only have attachment points on one side, the other could add a layer of intricacy to your vehicle as well as being... Well, armour. They'd come in various sizes for obvious reasons, as well as corner blocks and whatnot, and they would help make vehicles tougher in combat for the militarily-minded players while covering up seams and adding levels of intricacy for more cosmetic players such as myself.
Not uber important, but are there plans for the Q & E keys in the future? Like .... Um just off the top of my head. Making them the camera rotation. For some reason I have a hard time with the mouse click and rotate lol
Some very interesting ideas here. But many of them for the far future.
A few words about what's needed right now.
Well if full terrain generation on start is a no do for now, than: Random base placement - after starting 4 times i know my first hour gameplay by heart. Less resources - apart from wood, other should be scarce, not the way "shot a deposit - ore rolls to base down the hill by itself".
Laboratory base building - for reverse engineering scavenged parts Side panel for base management - c&c style: refinery/production+research/sell I like the idea of combining research and build interface in one menu as it's now. Automated processing on base - "priority process" switch for automatic base behaviour (store resources only (as it's now)/refine resources and store/sell resources immediately/refine and sell).
As far as I've seen, my AI vehicles follow me/attack enemy in vicinity.
They need some training and switches too.
Moving behaviour - stand still/follow me/go to base.
Attack behaviour - follow and attack/stand rotating and attack/carry on driving and shoot/run for your life like mad
And for the far future: custom scripting for AI vehicles / base - think Egosoft's X series or even Colobot.
And yes, a way to discriminate what your pad picks up is so much needed. I second that one.
They already told us about different pre-made drone behaviour which you can switch. Like scavenge, collect, attack, defend (...). And in another thread Debenvalley made the suggestion about a scratch-coding like custom coding. Like drop down menu for coding.
Agreed, that is absolutely necessary. We will do something about it. I'm more in favour of simply allow the camera to be shifted up and down to view below and above, but we'll have to have a toy around with it a see what we can do.
I honestly second the "First Person Camera" someone mentioned. It wouldn't have to be a really high quality one, just enough that you can drive your vehicles inside a building you made * not have the building disappear/camera glitch. Of course, the advanced camera controls would & should be a higher priority.