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Author Topic: Starbound - We have lift off.  (Read 993619 times)

Sean Mirrsen

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Re: Starbound - We have lift off.
« Reply #4260 on: December 07, 2013, 09:48:35 am »

I'm currently wondering whether or not incurring a pixel cost for manually beaming up to the ship will be a benefit, or a detriment, to game playability. Kinda like the penalty for death, except maybe less than that amount. Combine with player-set spawn points, and/or storing the player's position and surroundings when a "save and quit" is done (or applying the same penalty for doing it off-ship), and you'll have an incentive for players to make safehouses and stay on a planet for as long as possible, without shuttling back and forth to the safety of the ship.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sappho

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Re: Starbound - We have lift off.
« Reply #4261 on: December 07, 2013, 10:00:19 am »

This game is getting more and more fun. I've decided to ignore the tiers and the bosses and all that, and just explore using what I have available from the start. Turns out, you can get many hours of enjoyment out of the game without ever fighting a boss.

The leather armor helps, once I figured out how to make it. And a better pick makes getting coal faster, so you can explore without too much worry about fuel. I'm currently on a level 2 arid planet. The sound you make when you walk across the bones... Oh my god it's perfect.

At night, I box myself in with dirt so nothing can get me, and head down. This time, I went really far down. At one point, I saw some silver embedded in an enormous wall of gravel. I decided to go for it, and from a distance, used the matter manipulator to remove a single tile of gravel. What I didn't realize was how far up the gravel (and above that, fine sand) went. The cave in lasted for several minutes, but I managed to stay safe. I didn't get my silver there, but it opened up a passageway down to some sort of ruins. There were beasties down there (nothing that could hurt me though), and loads of tiny little houses and streetlights, like some tiny gnome city had been built underground. There was also a great deal of silver and even some gold in the soft brick walls, so I mined and mined and mined.

I have no idea how long I was down there. I was underground for so long, I wasn't even sure I remembered what planet I was on. At last, I reached the bottom of the tiny town, and decided to head back up. It was a long way, but fortunately I was able to follow the trail of torches and blue dirt (from my starting planet) back to the top. My crops had finished growing and the sun was just coming up. I'm not sure if I was under for just the night, or a whole day. But man, that was fun. Time to move on....

GlyphGryph

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Re: Starbound - We have lift off.
« Reply #4262 on: December 07, 2013, 10:07:12 am »

Just as a question - escape ropes return you to the surface, right? Or are supposed to?

Edit: Nevermind, its useless.
« Last Edit: December 07, 2013, 11:19:41 am by GlyphGryph »
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Deon

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Re: Starbound - We have lift off.
« Reply #4263 on: December 07, 2013, 10:14:42 am »

Look at this: http://community.playstarbound.com/index.php?threads/extended-ship-mod.39427/

Extended ship mod already! When mod support is gonna be there expect lots of total conversion mods :D. Some of them may come from me.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Tack

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Re: Starbound - We have lift off.
« Reply #4264 on: December 07, 2013, 10:16:29 am »

Ah. So we Do have a server.
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Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

Deon

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Re: Starbound - We have lift off.
« Reply #4265 on: December 07, 2013, 10:29:51 am »

Anyone up to compiling a list of mods into a bay12 modpack and run a server with it?
I am thinking about big ships, metal-tiered material manipulator, more dungeon types, storable pixels and stuff like that all in one pack which we could just upload so all clients would have them?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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The Darkling Wolf

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Re: Starbound - We have lift off.
« Reply #4266 on: December 07, 2013, 10:38:56 am »

Adding items is remarkably easy.
Just modded in a little piggy bank item as a test, took about a minute.
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Deon

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Re: Starbound - We have lift off.
« Reply #4267 on: December 07, 2013, 10:40:05 am »

Modding everything here is easy, it just takes a bit of time to draw stuff since it's a graphical, not ASCII game :D.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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SharpKris

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Re: Starbound - We have lift off.
« Reply #4268 on: December 07, 2013, 10:50:05 am »

seems fitting that this game will use the Steam workshop
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GlyphGryph

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Re: Starbound - We have lift off.
« Reply #4269 on: December 07, 2013, 11:09:15 am »

Could someone PM me the address for fivex's server?
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Sean Mirrsen

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Re: Starbound - We have lift off.
« Reply #4270 on: December 07, 2013, 11:19:31 am »

I'm having trouble playing the game right now, because of the incoming update. Not because of the wipe, although Cutefinger the Floran will probably be sorely missed, but because I can't help but notice how bad the existing combat/damage system is, especially further on. It's far too exponential - two levels of difference are either a near-insurmountable obstacle or a cakewalk. I just can't play it right now, knowing that it will be improved (or at least changed, maybe for the better) later.

I'm starting new characters instead, and playing on a single world like I'd play Terraria. It's fun so far. ^_^
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sappho

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Re: Starbound - We have lift off.
« Reply #4271 on: December 07, 2013, 11:25:58 am »

I'm having a similar problem. I don't care quite so much about the combat, since I'm avoiding it for the most part, but I really want to settle in and build an impressive base, and with the wipe coming so soon it'll be too much of a waste of time.

I suppose I could just build something and take lots of pictures to remember it by, learn some lessons about base building so that next time around I can do it better.

I really wish they'd make it free to travel to your home planet. That way, you could keep a permanent base without wasting fuel all the time to go back and add to it. Right now the "home planet" thing is just a useless bookmark.

BigD145

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Re: Starbound - We have lift off.
« Reply #4272 on: December 07, 2013, 11:36:22 am »

If home travel were free why would you even have a fuel cost for any travel?
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Sean Mirrsen

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Re: Starbound - We have lift off.
« Reply #4273 on: December 07, 2013, 11:40:45 am »

You could have fuel cost for traveling to worlds you haven't been to. Or an increased cost, at least. Handwave it as subspace tunnelling or something - like the Zuul hyperdrive in Sword of the Stars.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sappho

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Re: Starbound - We have lift off.
« Reply #4274 on: December 07, 2013, 11:41:50 am »

You could say there is a beacon of some sort that is matched to your ship somehow, which calls the ship home without needing fuel. You only get one, so you still have to pay to travel elsewhere. It's no less logical than powering a spaceship with coal and wood.
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