Expanding on data pads
I feel data pads could be of better use than just having optional story elements in them.
Having the datapad's be able to be configured into:
Blueprint datapads that slot into the projector.
Code datapads that slots into programmable blocks.
Maps that can slot into Holomaps. Think a table projecting a holographic map that shows a segment of scanned terrain, ships, buildings or all three. Imagine getting a mission where you are to destroy a compound and you get a holoview of the compund and the surrounding terrain.
If good ore veins become something to find, you could also have the coordinates and a terrain map with the ores highlighted below the surface.
Encrypted intel, slotted into a codebreaker.
Access codes for sneaking into guarded enemy space on stealth ops, slotted into the antenna or something.
One that functions like a wireless tablet to control a grids functions. A mechanical arm that can be controlled from where you stand, instead of having a fixed cockpit somewhere. You could be far more precise if you are lifting a boat out of the water, as you don't have to rely on having a good orbit camera, and it becomes more immersive.
Or instead of slotting them into the block directly, you could have a server rack that can hold several to be accessed throughout the grid. Making an interior decoration addition, that isn't just wasted space on a ship or base. Imagine a big server room with actual purpose.
I like this feedback
Absolutely.
Datapads have to be first class citizens in this game.
Here are a couple of suggestions that make use of datapads:
Immersive Map
Unlock/Research Components Instead of Blocks
And a suggestion about what you describe as "wireless tablet to control a grids functions"
Wireless Terminal
Absolutely.
Datapads have to be first class citizens in this game.
Here are a couple of suggestions that make use of datapads:
Immersive Map
Unlock/Research Components Instead of Blocks
And a suggestion about what you describe as "wireless tablet to control a grids functions"
Wireless Terminal
What about having a data pad that authorises the use of a grid ?
It could contain a crew roster and access rights.
There would need to be a grid command block for it to be used with.
What about having a data pad that authorises the use of a grid ?
It could contain a crew roster and access rights.
There would need to be a grid command block for it to be used with.
Absolutely.
Datapads have to be first class citizens in this game.
Here are a couple of suggestions that make use of datapads:
Immersive Map
Unlock/Research Components Instead of Blocks
And a suggestion about what you describe as "wireless tablet to control a grids functions"
Wireless Terminal
Absolutely.
Datapads have to be first class citizens in this game.
Here are a couple of suggestions that make use of datapads:
Immersive Map
Unlock/Research Components Instead of Blocks
And a suggestion about what you describe as "wireless tablet to control a grids functions"
Wireless Terminal
IMHO, these aren't bad ideas, but they have one problem. The server handles the distribution of descriptions for all objects in the game world to all clients in that game world.
That's probably why KSwH is so desperately opposed to the existence of “unique” items.
Think about it—in SE1, you have the models and textures for all the “unique” spacesuits and items on your computer. You just don’t have the right to use them.
Similarly, your computers contain models and descriptions of all the ships and stations that you will see and may encounter in the game world—whether on a server or in single-player mode. The fact that you cannot create these objects is a different issue.
So when you’re fighting against another player’s “new unique structure,” the complete description of their “new unique structure” is transferred to the server and then to your computer. It makes sense—otherwise, your computer wouldn’t be able to render the “new unique structure” correctly.
IMHO, these aren't bad ideas, but they have one problem. The server handles the distribution of descriptions for all objects in the game world to all clients in that game world.
That's probably why KSwH is so desperately opposed to the existence of “unique” items.
Think about it—in SE1, you have the models and textures for all the “unique” spacesuits and items on your computer. You just don’t have the right to use them.
Similarly, your computers contain models and descriptions of all the ships and stations that you will see and may encounter in the game world—whether on a server or in single-player mode. The fact that you cannot create these objects is a different issue.
So when you’re fighting against another player’s “new unique structure,” the complete description of their “new unique structure” is transferred to the server and then to your computer. It makes sense—otherwise, your computer wouldn’t be able to render the “new unique structure” correctly.
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