Wow, looking fan-tastic! I have to echo previous sentiments though in that I hope that we won't be able to break down outposts with impunity. Perhaps we can have a variation on the system whereby a 'boss' or something along those lines has to be beaten before outpost blocks and features can be broken? And in that case, if the 'boss' is beaten, then the people in the outpost should disappear. After all, why wouldn't you evacuate if a rogue super-pirate starting raiding your building?
niceJob on the outposts. actually ran into one while ;ooking aroind last time i played. Suggestion, make at least the outer dooes unvreakable and have Guards who get mad if you damage the structure.
Will I be able to get the new look of these outposts in a world before this was added, do I need to travel further into the planet? EDIT: I tried when the Nightly was updated and sadly, it just made the world loop and I couldn't find more outposts. Seems I shall have to fly somewhere else.
I wonder if there will be outposts in places without breathable air and if those will contain some kind of airlocks at the entrances, if NPCs will use breathing gear when outside and if things go bad if I would break a hole in a wall of such outpost. Because I'd rather won't have any life on airless planets than everyone walking around with no problems while my character must wear special gear to survive...
I'm guessing what he meant was for them to concentrate for a while on building a fresh stable build, so that it could be shipped.
Be careful, devs. If you make your outposts and dungeons too pretty, i think people may get unmotivated to build. They'll just move into the dev-made bases. These already look too comfortable.
I don't know where it's coming from, but if you can't loot outposts with impunity, I hope you'll let people buy, craft, or print outpost furniture and blocks without having to use admin commands.
Even though Starbound is to date in early beta, it's already full of variety, and the dev team isn't stopping there. Good job guys! I wonder if the outpost is gonna be kind of like an npc village since it's supposed to have a welcoming vibe, or if it's a death trap using a welcoming vibe as bait.
Of course, in the future, the bathroom doors will have an eradicator beam that kills all germs on your way out.
That's a good point you made! Hopefully later we'll get some terraforming tools, which could make building our own bases more interesting - I think of underwater cities or big buildings that require a very large flat area.
You wanted "own" outposts for the player to customize? Hm this might be an idea too (and possibly implemented some time) but from what I've understood the outposts shall give players a pre-built place to meet, upgrade their ships and trade in their goods (like selling your crops or seeds for example), not a place that was kinda built by the player.
The outposts are starting to look real nice! Also, good thing the bathrooms have those little toilet stalls since otherwise, in a world where everyone can see behind walls, going there would be a bit awkward. Blurring out rooms you're not in might be a pretty neat feature as well though, for bathrooms or custom pvp and adventure maps alike.
Even with beautiful outposts I'd always build my own thing. For me that is extremely essential in sandbox games.
Don't know, maybe the fact that everything besides the ship is customizable? Or the fact that the interior of ship actually is customizable (can place objects inside and such)? When a game like Starbound goes linear it's a sign that we need to start being skeptical about it...
The whole "special object preventing you from manipulating a dungeon until you find and disable it" idea is really really old though. Also, the (possible) fact that you might not be able to manipulate outposts does not make the game "linear".
I actually kind of hope that they have a good in-game reason why the Outposts are NOT user modifiable, like guards that stop you from breaking stuff, or walls made out of Carbyne so they can't be broken. There is no reason for the player to be able to take it apart piece by piece. What purpose could that serve? On the other hand, what's so wrong about the idea that the player might prefer to live in what basically amounts to a "space city?" I, for one, will be setting one of these as my Home Planet, and trying to build a little base somewhere underground. You just can't beat quick access to a reliable source of income and trading. I guess I'm a city boy, at heart.
Or maybe you shouldn't presume everything follows a trend forever. Taking an outpost apart should not be as easy as robbing a current village because A it's where you will go to sell stuff and B where you get quests. Now if those blocks end up being for sale or say you find some derelict outposts to ransack then yes that works but as long as the outposts are hubs for progression in several ways they should be untouchable to the players kleptomaniac tendencies