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  1. Will one efficient design suppress all creativity?

    I think there are main differences between starbase and SE that aren't being taken into account: Can't have hidden thrusters and first person camera. I may be talking out of my ass, since I haven't played SE, but those two things seem really necessary to enable death cubes
  2. Are robots good?

    Ok, let's go back to discussing the matter at hand. Why not have multiple player models? I think the lore and logic limitations are easy to overcome and it would open up ways to get revenue and make the game more enjoyable for some people.
  3. Localization and orientation tools?

    Do coordinates make sense in space? I know someone has a project to create a (0, 0, 0) point (via some radio device I guess) in the starting station
  4. Are robots good?

    I don't wish to discuss personal preferences...the point is whether or not having a single non-human player model is the best idea, game-design wise
  5. Are robots good?

    What a comment. Obviously this isn't his first thought about the subject. Also its a very good point, China population is almost 1/5 of the world, if you have a business and can increase its consumer base by 20%, you do it...
  6. Are robots good?

    Could be cyborgs or even robots with human looks, and even other looks. I think having multiple kinds of player models would be positive both for people's experience in the game and for the ability to monetize the game for the studio
  7. Are robots good?

    Firstly: I love robots, so don't take this thread as a hate type thing. That being said, I wonder if robots being the only characters available for players is the right design choice for the game for two main reasons: 1. I think a lot people enjoy more human-like characters 2. Having multiple...
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