Generators (For powering lights in mines etc.)

Discussion in 'Blocks and Crafting' started by Star Mc. Bound, May 17, 2013.

  1. Bebe22

    Bebe22 Star Wrangler

     
  2. DeadlyLuvdisc

    DeadlyLuvdisc Oxygen Tank

    You probably can. From what you can see in the building demo video (here) the doors have both inputs and outputs. It seems as though the switches themselves are only able to act as an input. The lights didn't seem like they were implemented as part of the wiring system yet, but probably will be. If all objects that have both an ON and OFF form also have both input and output points, then making logic gates won't be a problem. The only thing remaining for maximum functionality would be how to create a delay or timer as part of the system. With logic gates and delays, you could make all sorts of amazing things.
     
  3. Bebe22

    Bebe22 Star Wrangler

    Oh, didn't see that, thanks.
     
  4. Quantum

    Quantum Spaceman Spiff

    This.

    Tacking on more vertical progression to create artificial depth is counter-intuitive.

    I'd rather not.
     
    DeadlyLuvdisc likes this.
  5. DeadlyLuvdisc

    DeadlyLuvdisc Oxygen Tank

    That's a good point I keep forgetting to bring up. Horizontal progression is way better for depth and PvP.
     
  6. Pseudoboss

    Pseudoboss Spaceman Spiff

    No, triangular progression is best for depth and pvp. At the beginning of the game, having few options is good as it allows the player to understand the mechanics without confusing him or her with a Dwarf Fortress of options. But as the game progresses, players want more variety and capability and they also want to feel more powerful, as opposed to just more versatile.
     
  7. DeadlyLuvdisc

    DeadlyLuvdisc Oxygen Tank

    When I say horizontal progression, I don't mean that all options are available at the start, though. I just mean that no option is objectively better than the others (like you'll never find a rifle that is better in every way compared to an earlier rifle). Higher level weapons should only be more complex, not more powerful. That way players start with simple mechanics and gradually add layers of depth.

    I consider vertical progression to be nothing more than average stat increases per level. Higher level weapons being different only in that they deal more damage or fire faster, etc... This type of progression is only a barrier that shuts out new players from higher levels until they've prepared long enough. Since PvP is usually best at the highest levels, this locks out new players until they aren't new anymore.

    While players do want to feel more powerful, a skilled player will feel more powerful having just added versatility because they'll have much greater ability to exploit the weaknesses of the enemy. For example, if there is a system of elemental attacks where all of the elements are balanced in power, having access to all of them makes you feel much more powerful than someone who is limited to only one.

    In my opinion, a skilled player should be able to make a new character and immediately go to level 100 planets and survive. It would be terribly challenging due to your lack of versatility, but you won't be killed in one shot because your armor isn't strong enough, and it won't take ten minutes to kill a regular mob because your pea shooter only does one damage. Instead, it would be very hard because you don't have that one weapon that is just right for those annoying bat things, and you don't have the heat resistant armor to help you in the lava caves or whatever else would be on that planet.

    EDIT: This is off-topic, so we should move the conversation to PMs if we continue it.
     
  8. Bebe22

    Bebe22 Star Wrangler

    Or we could make this on-topic....
    Maybe higher end equipment(stationary, mind) requires some sort of externally generated power? Force fields, lasers, AM storage, etc?
     

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