It's quite hard to design ship when all the knowledge about the game is based on screens and videos. But whenever I have an idea, I need to draw it. Otherwise it just circle through my mind.
So here's couple of design concepts, with some quick mock-up model done in Dream Car Builder.
Whole...
Simple module, that displays several non-physical icons (3d or bilboard) inside it's display zone (around central point).
Position, orientation and size of each icon would be supplied by Yolol commands.
Higher tiers could be bigger or allow displaying more objects.
Hologram is visible only up...
The game world will be huge. Same for playerbase. It will be virtually impossible to know or remember every player, group or alliance.
Thus I suggest in-game tagging system. You could tag anyone (including whole groups) with set of simple pre-set tags. Both positive and negative.
Example tags...
It's a hot topic recently. Between those who want ship design to be long and thus creating sense of accomplishment, and those who prefer to do it fast and efficiently.
I won't hide that I belong to the other group, but I'll try to come up with idea that at least address some other valid...
Purpose: holding every hand tool and weapon in game. And using all of them (except pickaxe)
Yolol fields:
-hold (0 to drop held object, 1 to keep or pick up whatever is in front)
-lock (1 prevent player from detaching tool with single click, 0 makes for excellent easy to access tool hangers)...
The idea have been mostly rewritten after all the feedback I got.
Respawn is available at starting starting stations. Pretty much certain, unlimited and cheap. So we'll not discuss that much.
Respawn on ships and player station however is confirmed, but no exact mechanics have been announced...
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