I thought I would throw this out there and see if anyone else (Or devs maybe?) would take a bite as to why this is. Overall I think the core mechanics and idea of starbound and where it is going, are great! I really do, but, my one gripe is how much we are forced to use low technology in a game supposedly about space travel and high technology. The best example I can think of is the Matter Manipulator, the simultaneously coolest but most poorly executed idea in Starbound. Why on Alpha HD do we have it? Aside from early game resource collection and item/block placement it serves little purpose. Moreover why am I forced to use low Pickaxe technology rather than upgrading the matter manipulator? It just feels contradictory to the premise of this game. So, I suggest that in place of pickaxe tiers there are manipulator tiers until you reach drills. This should be doable and not be a total rework of game mechanics as they currently are. At least I don't see why they would have to be. For example, you could simply use the 3D Printer to upgrade the manipulator early on until you have a robotics table. The basic crafting table can still be fine for other things and not be discarded. Or maybe Tiy and the devs really do need to just rework lower tiers with my scheme? Don't know for sure. But, I think that even if they did, it would make a lot more sense in light of the theme that Starbound is supposed to have. Maybe, also we could consider making the furnace at least look high tech rather than low tech or start with the cobble furnace but move up to a higher tech one eventually for high tier ores? In some ways these are all just aesthetic/game feel gripes. But, I don't think they are totally unwarranted. I think you all catch my drift by now, so, what do you guys think?
I suggest 2 threads for you: The first one is a discussion about the MM, Pickaxes and drills. http://community.playstarbound.com/...hate-is-misguided-drills-are-the-enemy.56232/ The second one is an idea about upgrading the MM: http://community.playstarbound.com/...anipulator-upgrading-and-configuration.51306/ In short: The pickaxes (and also the furnace) make sense because your character is stranded on an unknown planet, only with an low powered MM and nothing else so he has to build tools to survive out of the things he finds on this planet. He/she has no access to modern technology at this point. In this context I don't understand your suggestion to replace the pickaxes with several tiers of the MM and then put drills at the end so that they are more powerful. Drills are in this sci-fi hightech world very low-tech, the MM is a modern tool (it crashes matter with a laser beam!). I think the pickaxe should stay, it's fine and it makes sense. With the drills I am not sure but I would let them go. As soon as the character has the ability to build a robotic crafting table, he should be able to upgrade the MM so that these upgrade represent the higher tiers of mining tools (after diamond pickaxe). As I said, the first thread is a long discussion about the mining tools and their logical fitting in Starbound and in the second one is a fine suggestion for an upgrade function.
Hm, I will sort of have to agree. The MM is too cool to just be a starter tool. I do however not think you should be able to craft it right from the start, as one does not simply craft together branches and iron to enhance such a High-Tech piece of equipment. Indeed, boosting it's power output in the future, maybe giving it a bigger model could be really awesome. As to it having infinitive power, perhaps that could be changed by having to recharge it (In later tiers). Either with charging stations or just good ol' portable batteries of different kinds. So as to replace the repair function of current tools.
The battery thing was my idea too. I wrote this i the first thread in detail. My idea in short is to craft power sources in later tiers which need higher tier metals and fuel ores to be crafted. These power sources would be discharged over time to add the repair mechanics from the pickaxe. If not and the power source is nearly dead it will go to a power safe mode and will be as low powered as the MM at the beginning with very low but nearly infinite power. My thought was to craft new batteries if one is discharged but the recharge thing may be more logical. Assuming we craft a power source out of a metal and a fuel ore then the recharge process would only need the fuel ore to be realized.
Okay, okay, both of those threads make plenty of sense, the question is, are these ideas that the devs have in mind?
Hence my reason for posting originally. We need to politely bug the CRAP out Tiy and company so that they seriously consider this, because as of right now it feels like a huge plot/progression hole in the game.
I could lve with the drills remaining as some tiers between pickaxes and MM but they really should give this awesome multitool a greater part in the game. Suggestions are made a lot for this and a lot of good ones. Did any of the devs give a statement about this already or is this your personel estimation?
Just my own assumption. They seem to have put a lot of work and thought into the drills and such. And I would hate seeing it go to waste.
And while I understand what you are saying Sarge (coding can be a PITA)…..I cordially disagree. They have openly said we are a part of this process and it seems as though people really do want more from the manipulator. So, even if they feel it is not something that needs reworking or will take too much work I think at least a little bit of explanation on why it is underutilized currently would be good. Or how they intend to include it later.
Allright! Drills can stay but I want to put my rubium-solarium power-source into my matter manipulator and manipulate everything with a high powered laser beam!
I too think that the MM has a lot more potential than it currently is displaying. Devs need to do something about it.
I can see where people are coming with this, I can, but why not simply add functions to the MM rather than making it more powerful? What if it can freeze water, melt ice, move liquids around? Yes, I agree it's not showing its full potential right now, but I feel that it could with just a few tweaks to functionality. What about the ability in late-game to make more? Upgrade your crafting table to directly manipulate all the matter that matters? Short term boosts with attached power cells, maybe, but I think that's a little unscientific, more powerful lasers will make things explode, not move. Plasma cutter...
I think we were all being a bit tongue in cheek about the laser thing. It isn't exactly IN SPAAAACE future tech.
Hm, being able to move liquids with the MM could be a much nicer (And thematically pleasing) alternative to ye good olde bucket. Especially when dealing with lava. Indeed, I think you've just scratched the surface of what other kinds of mechanisms and applications this device could have.