Not sure if this has been suggested but you should be able to call in drop pods from the space station. These drop pods could bring weapons, vehicles, characters or even create small buildings. If You land on a planet with high danger or constant darkness it would be hard to set up a base or find shelter. So you can just call in a pod which would be able to change into a small base,laboratory or vehicel depo. Or even small portable devices that work like the dynocaps from dragonball.
It would be cool if you could build pods that include ammo and weapons that you can call in while exploring the planet. Maybe you could even load the pods up with minerals and send them back to the space station or base.
This is a neat idea. I have heard that the devs say that you go to the planets surface in a shuttle. Something like this would be neat so you don't have to constantly be traveling back and forth to deliver resources.
Fantastic idea. If you are stranded in the middle of nowhere on a planet you could call down a drop pod that has a gun, ammo, or even a small vehicle like a jetpack to help you survive the night.
like the idea, but would also be neat to have yourself or other crew members be delivered down in a pod, not as practical as the shuttle but would definitely look cool
Meh it's an ok idea, I guess it just doesn't hold appeal to me, I prefer teleporters... DROP PODS STINK TELEPORTERS FOR LIFE!!!
Drop ships are in assuming it will c arry supplies, some items can be found i think on planet, some things crafted on site, higher end will be on station ( some planets will have stations ie weather stations) perhaps abandoned research facility might allow u to craft some items locally if u find these rare stations without having to go back to drop ship
Teleporters function by encoding physical data, destroying the original source of said data (layman's terms: it kills you), electronically transporting the data over hardline or wireless mediums, the receiver at the destination decodes the electronic data, then creates physical mass as the blueprint directs. Firstly, it's highly unlikely the receiver will have all of the materials to recreate all of the mass that was destroyed. Beyond that, creating the mass alone with take enormous amounts of energy and risk nuclear fission/fusion in the process of altering materials. Secondly, with such a high-tech process, errors are surely rather common; Errors like skin going under the muscle, eyelids being fused shut, or even a perfectly formed physical body with no electrical impulses (essentially, it creates a corpse). For the latter issue, that would be fine if the creators of the receiver device had mastered and automated Dr. Victor Frankenstein's process of bringing a corpse to life (bear in mind the novel never stated what caused the reanimation, only suggested electricity). So really, even if the teleporter worked perfectly, you'd just kill yourself at the sending device, leaving a perfect corpse, plus goodies, at the receiving device. Teleporters are long-distance cloning machines. Remove the part where it destroys the source of the encoded data, and you keep the original while creating a copy. I also doubt that most video game creators want players to clone any item at will. Usually undermines 98% of the game. I hate to be so honest, but teleporters would be either a terrible idea, or nerfed like a Godsword turned into a broken tree branch in the backyard. As for the drop pod idea, I think it's very good. It may be too much to ask for whole buildings to drop, but you could drop down items with ease. To send items back up, just have the station drop a small shuttle. However, I agree with FN7 that there should be a cost. Perhaps drop pods can only be purchased, and only after certain requirements are met, materials are gathered, and/or a certain shop is found/unlocked. In addition, drop pods wouldn't be reusable. At least, not the common ones. It's plausible a manufacturer could make reusable drop pods that "brake" with metal scoops to catch wind until the pod moves slow enough to deploy (very strong) parachutes or thrusters to push upwards. With that, a high-end pod could land softly enough to recover, make light repairs, then drop again. Otherwise, maybe some parts of each drop pod could be salvaged. For numbers' sake, maybe it takes ten items to buy/build a pod. Each dropped pod has 3 random pieces intact, which you can salvage and collect until you get enough of all ten pieces to buy/build a new pod. Then you'd get some return from the investment, but wouldn't be spamming pods all over the galaxy. In addition, due to the fact that a drop pod landing would mean that an object on the screen is moving, the developers will have to consider the impact on the environment and creatures. Which I wholly endorse. I would love to kill some giant, horrible, snarling beast by calling in a drop pod full of marshmallows. If that's all Starbound was, I'd still pay $10 or $15 for that game.
maybe you could craft the building ones, only then could you call them down. also, maybe when you call down a supply/weapon pod, the items would come from your stash on the space station and also takes a few minutes. i was just thinking of this today, and it looks like lots of people have also thought of this hope this makes it in game. Sam's stamp of approval
Not aiming for realistic. I've never been one for simulators. However, I prefer a game to be believable. So far, it's entirely believable that one could travel between planets, create/find items, weapons, materials, flora, fauna, so on and so forth. Granted, we don't have the technology now, that's what makes the game fantastical. Would you believe a character in a first-person shooter could just sprout wings because that would be most convenient? I really hope not. On that same level, I don't think a game as physically realistic and plausible as Starbound is a good fit for a teleporter that magically works as the layman thinks it should. Different planets of different masses and densities will have different gravitational pulls. The plants and animals on different planets will be unique, barring the possibility of interplanetary/interstellar divergent evolution. In the same regards, the function of a teleporter is still how I described it in my last post. Judging by the lighting demonstration, the devs want Starbound to have realistic physics and functions. Succinctly, it seems quite obvious that the developers do indeed want a degree of realism. I'd rather not expound upon such a simple matter as to why a realistically functioning teleporter surely falls within the bounds of Team Chucklefish's desired degree of realism. In fact, I'd say with what little we know about the game for now, I may not be able to bring enough facts to justify the precise intended boundary of realism. I can only speculate as well as the next guy. However, considering portable electrical devices will use a finite power source, I'd say it's that much more likely they want items of all sorts to function as they actually would. As far as the alien stuff humans don't have the science or technology to understand, Team Chucklefish will have all sorts of freedom. But we know the theory of how teleporters work. The devs can, by all means, be as realistic with teleporters as they are with flashlights.
Not like theories have ever been disproven or simplified, also no matter how much you put into each of your posts I don't care I re-state. To be honest, if this had been a thread about teleporters and not drop pods I would start something with you (argument wise), because I don't like the smart mouth, but I don't really care here as that is not what this thread is about, anyway, you guys have fun with spoil sport over here. And yes... yes I am being childish.
Have you played Section 8? The secound cuz the first was poop. Droping from space is fuking better then teleports! With all respect my liege...