If I could choose random ppl to play this game with, you would be one of them... Awesome quote . Lol I actually made a Apex on create character a while back that made me think of Star Trek Lel!
I can't wait for them to add hidden upgrade capsules with hologram emitters, and when you find one this starts playing:
Also: This. Holy shit, this. But as a mail system that you can send directly to their server--as long as their server is online, the message will sit there and wait for them to beam back aboard their ship. Same thing if they're out exploring rather than offline. I...I...yes.
I agree with Holograms being a cool way to send messages to your in-game buddies when it won't be practical to just go to them. (& I bet it won't be practical to go to them to talk personally VERY often in-game, especially later in the game when ya might have branched out in multiple different directions, cause it might not be practical to stay together as a group Terraria Style in Starbound seems how that could make for some awfully strained Resource Availability...) It would also be cool if Holograms could be sent to not-in-game pals & await them till they Log-In before playing, kinda like Holo E-Mail! Why should only MMORPGs have cool stuff like that? If that Repairbot ever tries to stick that Welder up my Glitch's ass, there WILL be trouble... ...
Guys, listen! I can read lips and the hologram is saying, and I quote "Starbound is coming soon... prepare yourself" .
"I'am Dr.Coconut and I've created you - Banana Man X. In this Cocopsule you'll find an upgrade for your Tree-Climbing ability." Edit: Oh someone posted already a MMX joke - dammit!
Sure, I'll explain with a bit of skeleton code: Before: Code: template<typename T, size_t N> class Vector : public std::array<T, N> { //N dimensional common vector code goes here }; template<typename T> class Vector2 : public Vector<T, 2> { //2D specific stuff }; template<typename T> class Vector3 : public Vector<T, 3> { //3D specific stuff }; template<typename T> class Vector4 : public Vector<T, 4> { //4D specific stuff }; Also List vs List2 and Box vs Rect (a 2D box) had this and were fixed. The problem is a Vector<T, 2> is not implicitly convertible to and is missing the functionality of a Vector2<T>. However, some parts of the code were handling and passing Vector<T, 2> rather than Vector2<T>. It's not a BIG deal because you could always just make a Vector2<T> from a Vector<T, 2>, but it was irritating, and not pain free. So I changed it: Code: template<typename T, size_t N> class Vector : public std::array<T, N> { //N dimensional common vector code goes here //2D specific stuff template<size_t P=N> typename std::enable_if<P == 2 && N == P, T> vector2Function(); //3D specific stuff template<size_t P=N> typename std::enable_if<P == 3 && N == P, T> vector3Function(); //4D specific stuff template<size_t P=N> typename std::enable_if<P == 4 && N == P, T> vector4Function(); }; Now everything is just a Vector, and there is no Vector2 or Vector3, a Vector<T, 2> will have all of the functions you expect, etc.
If anything they are goddamn blessed that we gave them money so their staff could work on the game full time.
They aren't blessed. They worked hard to make people catch interest in their game, they didn't just get it from nowhere.
My point is we gave them the money so that all of their staff could be working full time the least they could do is give people daily updates.