JimbobslimbobWeb Logo

User:   Pw:  
 Remember me   

Empyrion Forum

Empyrion


Back Back to Forum   |  Bottom Jump to Bottom

Page 9 of 10 (Jump to page: 1 2 3 4 5 6 7 8 9 10)


Maximus Avatar 
Maximus
2127 posts
Chosen One
11 Jul 2016 at 15:28
Over 1 year ago


#161

Is that because he is left handed?

Jimbobslimbob Avatar 
Jimbobslimbob
4533 posts
Chosen One
11 Jul 2016 at 15:37
Over 1 year ago


#162

Yes and Vegan.

Gregory Avatar 
Gregory
2591 posts
Chosen One
11 Jul 2016 at 16:20
Over 1 year ago


#163

They will not bum themselves. I have a new thing to do where I sit on my flying fortress made from a massive flying dinosaur and drop jen off at various points on the map to gather resources and fend off the various attackers.

Watching her try and carve up a rock to get some stone whilst getting attacked by a pack of raptors whilst I am totally safe just never gets old.

Maximus Avatar 
Maximus
2127 posts
Chosen One
11 Jul 2016 at 21:01
Over 1 year ago


#164

Cool view
view

:-)

Jimbobslimbob Avatar 
Jimbobslimbob
4533 posts
Chosen One
11 Jul 2016 at 21:20
Over 1 year ago


#165

Good job we cleared the landing pad and made it bigger the other day.

Maximus Avatar 
Maximus
2127 posts
Chosen One
11 Jul 2016 at 21:22
Over 1 year ago


#166

It is

Jimbobslimbob Avatar 
Jimbobslimbob
4533 posts
Chosen One
13 Jul 2016 at 14:40
Over 1 year ago


#167

Just throwing this suggestion out there to see what the response is...

I had a few big projects that I wanted to do on Empyrion in creative mode, which we could bring over to our game. Some of these would be active "events" for us to then do, the others were ships.

My idea for these was to switch the server into creative mode for building of the following - and we can all chip in when we have time. Reason being, they are massive projects and it would be cool to have everyone onboard (if indeed, it actually interests anyone).

1. Hadley's Hope (base and event)
You got it, recreate Hadley's hope (or a portion of it). We can add enemies to it, along with cool loot and then it can be spawned in creative for us to take over.

2. Sulaco (ship)
Recreate the ship.

3. Nostromo (ship)
recreate the ship.

4. The Derelict (base and event)
Yep, similar to number 1 - we recreate the derelict craft in the original and populate it for use with an event.

Last edited 13 Jul 2016 at 14:41.

Maximus Avatar 
Maximus
2127 posts
Chosen One
13 Jul 2016 at 16:39
Over 1 year ago


#168

I like it let me have a think and I will get back to you

Jimbobslimbob Avatar 
Jimbobslimbob
4533 posts
Chosen One
14 Jul 2016 at 08:28
Over 1 year ago


#169

So, any input? Greg?

I am fine if no one is interested in this, just thought it might be cool.

Gregory Avatar 
Gregory
2591 posts
Chosen One
14 Jul 2016 at 08:46
Over 1 year ago


#170

I was sort of keeping my ore out really. I like playing the game with you guys but the building mechanic did not grip me to the point I really wanted to design stuff.

As it stands I am happy to use the ship you guys gave to me to go on missions. Also I liked the mining so I don’t mind gathering resource for you guys.

If you guys decide you want to do some big project and want to do that on Friday, no problem I will give you a hand but I am happy to go with what you guys decide it should be.

Jimbobslimbob Avatar 
Jimbobslimbob
4533 posts
Chosen One
14 Jul 2016 at 09:06
Over 1 year ago


#171

Mmmmmm-k. Your enthusiasm with the project doesn't fill me with hope.

Maximus Avatar 
Maximus
2127 posts
Chosen One
14 Jul 2016 at 09:07
Over 1 year ago


#172

Greg you can build stuff from the left you don't have to build from the right.  It is almost the same as SE and you liked that what is the difference?

Jeg i like your idea of doing Hadleys hope i think we should do that one first so how would it work switch the server to creative to create all this?

Jimbobslimbob Avatar 
Jimbobslimbob
4533 posts
Chosen One
14 Jul 2016 at 09:30
Over 1 year ago


#173

Seems Greg is a lost cause Meg. I kinda got the impression he wasn't too into the game anyway. What with it not being a "Jen Approved Game", he will never be on during the week anyway ;-)

Yeah, Hadley's Hope was my priority too so I am well up for that. As for how it would work, I see two options:

1. I simply switch the server over to creative or give whoever's building it the "admin". That way, you will have access to the "H" menu and can build to your hearts content.

2. We start a different server instance up (temporarily taking down the existing one) in creative and build it there. We then blueprint it and port it over to our world. The disadvantage with this is that a) Not sure the alien spawners and loot blueprint properly; and b) Our original server will effectively be down for the duration of the build.

...if it were me, I would try #1. It will, however, mean we have access to unlimited resources, godmode, instant blueprint creation etc., so cheating could then ensue. As long as we are good boys I see no reason for any issues here.

Gregory Avatar 
Gregory
2591 posts
Chosen One
14 Jul 2016 at 10:23
Over 1 year ago


#174

I do like the game, I enjoyed playing it when we raided the space station and did all the mining.

With the building though, it’s sort of hard to explain but no, it’s not the same as space engineers.
With space engineers the build had to factor in:
Engines with appropriate placement
Crew access Repair and maintenance access
Conveyor systems
Logistics for moving items between storage and point of use
Logistics for moving ammo
Construction factors meaning you had to think about how you build the ship
And lots of other stuff I can’t recall

There was also actuators like pistons and motors which were great fun, logic blocks for automation, and sensors to provide feedback, this for me made the design more complete. In comparison the Empyrion ships seem to differ only in shape and layout.

I am not knocking the game, just trying to layout why the building aspect (which for me is the greatest draw) failed to fully engage me.

Jimbobslimbob Avatar 
Jimbobslimbob
4533 posts
Chosen One
14 Jul 2016 at 10:46
Over 1 year ago


#175

I'll bite...
With the building though, it’s sort of hard to explain but no, it’s not the same as space engineers.
Well, it certainly has similarities, but you are right, Space Engineers is "deeper" in that respect.
Engines with appropriate placement
I don't recall this making any difference in Space Engineers - are you sure?
Crew access Repair and maintenance access
What do you mean by this? You need crew and repair access in Empyrion too!
Conveyor systems
Yup, an annoyance we can do without.
Logistics for moving items between storage and point of use
True enough, but has been mentioned as a potential future feature.
Logistics for moving ammo
Ditto - same point as above.
Construction factors meaning you had to think about how you build the ship
Like...? Structural integrity exists in Empyrion too.
There was also actuators like pistons and motors which were great fun, logic blocks for automation, and sensors to provide feedback, this for me made the design more complete. In comparison the Empyrion ships seem to differ only in shape and layout.
True, but again, some of this stuff is planned. Incidentally, pistons and rotors in SE were fucked (even mroe so now) and simply break the game or your contraption so are effectively useless anyway.
I am not knocking the game, just trying to layout why the building aspect (which for me is the greatest draw) failed to fully engage me.
Me too, I cannot understand how you do not like it - given how much you enjoyed 7 Days To Die - and the building in this is more complex and it has space flight. Myself and the good Captain had a chat about this the other day and we couldn't understand your distaste for it at all.

Gregory Avatar 
Gregory
2591 posts
Chosen One
14 Jul 2016 at 11:22
Over 1 year ago


#176

Let me try and put it another way. If you can stand in an object designated a ship, and can press one button to access anything, move anything aware, where is incentive to design a system rather than just place things in an enclosed volume? The differences in the ships are primarily aesthetic.

As I am now aware of the 8 or so things needed for a ship, I can’t see the point in making another shell the put that same stuff in. I think if I had not played space engineers first I would not be so critical of it.

Maximus Avatar 
Maximus
2127 posts
Chosen One
14 Jul 2016 at 11:35
Over 1 year ago


#177

Originally posted by Jimbobslimbob:

...if it were me, I would try #1. It will, however, mean we have access to unlimited resources, godmode, instant blueprint creation etc., so cheating could then ensue. As long as we are good boys I see no reason for any issues here.

I vote for option 1 as well i will try and resist spawning myself a star destroyer :-)

Greg you are just a slag!

Last edited 14 Jul 2016 at 11:36.

Jimbobslimbob Avatar 
Jimbobslimbob
4533 posts
Chosen One
14 Jul 2016 at 11:40
Over 1 year ago


#178

I do see where you are coming from there, although I still find that making all of these things that you need to interact with accessible makes things far simpler (if your design is right) to access than using the P menu. My Battle-Cruiser Slimbob is a testament to this fact, that if you think about the design, you can have everything accessible, quicker and easier to use than relying on the P menu. It comes back to the "keep it small, compact and simple" thing we were talking about a while ago. Making massive ships with hundreds of decks and unnecessary aesthetics goes completely against this idea - but then it did in SE too.

Anyway, it is clear it's not your cup of tea Greg - a shame, but not likely an opinion that will change anytime soon I suppose. I was really hoping (and thought) this would be "the one" we would all play and love for hours, but it seems that will never be the case. It has all the great bits from 7DTD and Space Engineers rolled into one - a formula I was sure would peak everyone's interest. It did seem to grab me and Meg the most, although G-Man also seems to really enjoy it. It's a shame we couldn't get our LHVFWAMI in on it as well. The search continues.

I am curious about one thing though. We had talked about the SE comparison - but what made 7DTD such a "hot pick" for you, when it was, in reality, nothing compared to this game?

Appendix.
LHVFWAMI = Left Handed Vegan Faggot With Anger Management Issues
(you are welcome) :-)

Hadley's Hope
As for Hadley's Hope - other than the obvious Google image search for getting the look of Hadley's Hope just right, here are some actual plans and floor layouts that I found.

Number 1
Number 1


Number 2
Number 2



Gregory Avatar 
Gregory
2591 posts
Chosen One
14 Jul 2016 at 11:53
Over 1 year ago


#179

Actually I have just thought of something I would like to do in that game. I like the mining and I presume no one else does so I assume to collection of raw resource would be beneficial to everyone.

If all the ore deposits follow the same patterns as the one we mined a few weeks ago (i.e. you need to dig a big hole in the ground) could I adapt the Normandy to act like a roof of a mine?

I could fly it over the deposit then land it one top, sick a load of turrets on the top to keep the drones away, put loads of lights on the belly (like the Nostromo) so I can see what I am doing and mine away.

I could do this in relative safety and then just process the ore into the metal bars you guys use to build stuff. When you guys need material you just came and pike it from my ship.

Does that sound like something that could be done / would be of any use?

Jimbobslimbob Avatar 
Jimbobslimbob
4533 posts
Chosen One
14 Jul 2016 at 11:58
Over 1 year ago


#180

I see my long post got ignored there - there was actually a question in there for you Greg ;-)

As for your idea: It is something I have actually done myself - and seen designs on the workshop for specifically this purpose. As such, yes, it is indeed a good idea. If it renews your sense of purpose in the game, I am all for it. However, I also don't want to "bully" you into playing a game you dislike, so if you genuinely are not into it then we can just go our separate ways.

EDIT: Getting out of the mine and back on the ship is the tricky part. I speak from experience. ;-)

Last edited 14 Jul 2016 at 11:59.

Back Back to Forum



Page 9 of 10 (Jump to page: 1 2 3 4 5 6 7 8 9 10)




By James (Jimbobslimbob) Compton