Last edited 13 Jul 2016 at 14:41.
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 placementI don't recall this making any difference in Space Engineers - are you sure?
Crew access Repair and maintenance accessWhat do you mean by this? You need crew and repair access in Empyrion too!
Conveyor systemsYup, an annoyance we can do without.
Logistics for moving items between storage and point of useTrue enough, but has been mentioned as a potential future feature.
Logistics for moving ammoDitto - same point as above.
Construction factors meaning you had to think about how you build the shipLike...? 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.
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.
Last edited 14 Jul 2016 at 11:36.
Last edited 14 Jul 2016 at 11:59.