I agree. I hope they take the time to reconsider any infrastructure choices now during this phase of quiet development to see if there are alternative methods, or even overhauls required. I am glad for the recent tests on the test server to make obvious the problems with the system.
Before changing the whole paradigm of how sieges work, it might be good for us to know how many of these are just underoptimizations and how many are unsolvable problems. Hopefully it's just a matter of optimization, or change of implementation rather than limiting the gameplay to match the...
If you'd like a small display that tells you both if your transponder is on/off and whether you are in the safe zone or not, you're in luck! This video teaches you how to add exactly that feature to your ship.
Just a couple small updates:
Updated so that parenthesis work properly and (AND, OR, and NOT) display in their own color.
Updated screenshot example to reflect new changes
I made a huge camera just because I could. It took a ton of work... What do you think of the results? 📸
In response to MinerBat on YouTube... Here's what a selfie looks like:
(Example of syntax highlighting)
I've been working on some code generators for a project that requires hundreds of chips so I can just copy and paste the program into all those chips. So, to make my life easier when reviewing that the code generated is what I want it to, some syntax...
I agree that risk versus reward is at the core of this issue. That's why I think if there is to be insurance, that there need to be some kinds of trade-offs associated with it. I also understand that risky gameplay should be incentivized to increase the exciting parts of the game. But you...
There is truth to what you are saying, but you are forgetting that the players who risk more will be rewarded for their risks. If you decide to engage in combat or the like, then you will be given access to more resources if you win. I suppose the issue is what insurance is for. Is it a way of...
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