Space ruins are too hard to find

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confused rock
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Space ruins are too hard to find

Post by confused rock » #198784

can we get like a thingy that makes it easier to find space ruins, maybe a binoculars thingy that when used in space tells you the general location of large objects on the z level, or a scanner with a similar effect, or putting a gps in most of the ruins. I saw some cool ruins like the stickman one, but you can't just search for space ruins. if you find one, chances are you are in a situation where you do not want to be there, or at the least are not prepared for what is in them. nobody spaces themselves after spending half an hour getting good equipment, that is just extremely unreliable. space ruins are too simple and unreliable to find, just space yourself and cross your fingers. and if you do find one accidentally, you won't be able to deal with it unless there is nothing there.
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Durkel
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Re: Space ruins are too hard to find

Post by Durkel » #198789

There's not really much you can do to fix just drifting aimlessly in space hoping to hit something, even a jet pack just moderately speeds that up. Only real solution I could see if someone makes space pods and make it centered around that content, otherwise we're just going to have various levels of drifting without a purpose.
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TheNightingale
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Re: Space ruins are too hard to find

Post by TheNightingale » #198790

I know the ruin with the green creatures has a GPS in it, but I don't think the rest do. What if they all did?

But then we get GPS bloat. That's a thing now... alright. GPSes need to be able to filter between lavaland/space ruin GPS signals, and GPS signals from actual people.
onleavedontatme
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Re: Space ruins are too hard to find

Post by onleavedontatme » #198791

This is why I went through all the trouble of making lavaland to contain the ruins, because exploring space in our game is always going to be dull and frustrating.
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Re: Space ruins are too hard to find

Post by Incoming » #198793

Make Teleporter beacons. Huck them into space on an angle from various points around the station (important). Later in the game go to the teleporter and see if any landed near anything interesting.

I might make this easier to do sometime soonish.
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confused rock
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Re: Space ruins are too hard to find

Post by confused rock » #198796

like I said, a scanner or some shit to search for ruins could work.
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paprika
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Re: Space ruins are too hard to find

Post by paprika » #198804

Kor wrote:This is why I went through all the trouble of making lavaland to contain the ruins, because exploring space in our game is always going to be dull and frustrating.
Just do what goon did and add autism ships for people to fly around in I guess
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Reece
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Re: Space ruins are too hard to find

Post by Reece » #198835

click a laser pointer away from the station and then have a message pop up saying 'a glint appears from x away' or 'close up' if you fired it towards a ruin, and nothing if you don't.
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J_Madison
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Re: Space ruins are too hard to find

Post by J_Madison » #198836

understand the mathematics and the generation system for the ruins.

I've already got the math for predicting space ruins. I can predict ruins at an average of 20-30% accuracy which is extremely high if you consider the fact it's more than 9 zlevels.
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paprika
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Re: Space ruins are too hard to find

Post by paprika » #198839

Ur so cool j_mad u looked at the code and made estimations
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onleavedontatme
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Re: Space ruins are too hard to find

Post by onleavedontatme » #198851

paprika wrote:
Kor wrote:This is why I went through all the trouble of making lavaland to contain the ruins, because exploring space in our game is always going to be dull and frustrating.
Just do what goon did and add autism ships for people to fly around in I guess
You would need to change how space works or add stuff (asteroids, debris fields, nebula clouds, hostile pods etc) or it would still just be wandering in a 8 empty boxes of the same tile (with random transitons and miserable visibility considering the lack of landmarks) until you hit a shitty room, grabbed the loot, and kept going, fancy ship or not.
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Re: Space ruins are too hard to find

Post by PKPenguin321 » #198878

give GPSes tabs, one for Station, one for Mining, one for Deep Space
put GPS thingies in the space ruins and file them under Deep Space
more GPS with less clutter
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Drynwyn
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Re: Space ruins are too hard to find

Post by Drynwyn » #198898

J_Madison wrote:understand the mathematics and the generation system for the ruins.

I've already got the math for predicting space ruins. I can predict ruins at an average of 20-30% accuracy which is extremely high if you consider the fact it's more than 9 zlevels.
"Metagame" should not be the solution.
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oranges
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Re: Space ruins are too hard to find

Post by oranges » #198907

actually this is just a factor of the lack of space content we have, space is inherently empty, which I think is bad gameplay.

Ideally it will solve itself as more ruins are developed and deployed.
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Ezel
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Re: Space ruins are too hard to find

Post by Ezel » #200125

Just add gpses to spess ruins and let telescience do its magic
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Oldman Robustin
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Re: Space ruins are too hard to find

Post by Oldman Robustin » #200134

Kor you are giving up on this shit way too easily. Exploring space doesn't have to be frustrating.

1) Make GPS's more readily available
2) Replace the z_level numbers with "Named" Sectors
3) Stare in awe as space suddenly becomes sane to navigate again

Ex. 129, 138, Derelict Sector

29, 203, Station Sector

64, 128, Unmapped Sector (for ruins or whatever)


We also need to cut down on empty pointless ruins and add more ruins with puzzles, mysteries, PvE content, etc.
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J_Madison
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Re: Space ruins are too hard to find

Post by J_Madison » #200135

paprika wrote:Ur so cool j_mad u looked at the code and made estimations
didnt even look at the code just listened to coaix go one about it
Oldman Robustin wrote:Kor you are giving up on this shit way too easily. Exploring space doesn't have to be frustrating.

1) Make GPS's more readily available
2) Replace the z_level numbers with "Named" Sectors
3) Stare in awe as space suddenly becomes sane to navigate again

Ex. 129, 138, Derelict Sector

29, 203, Station Sector

64, 128, Unmapped Sector (for ruins or whatever)


We also need to cut down on empty pointless ruins and add more ruins with puzzles, mysteries, PvE content, etc.
no
you don't. you'll have the situation with away missions all over again. don 't make shit dumbed down.

also heres the problem;
more loot/better loot = everyone goes there, fuck their job.
more detailed, puzzles, mysteries = why even bother. whoever made the reflecter puzzle made the stupidest ruin ever. complete waste of time.
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Oldman Robustin
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Re: Space ruins are too hard to find

Post by Oldman Robustin » #200168

Theres plenty of ruins with interesting items, even without guns, it's nothing along the lines of away missions...

With the gateway you could run in straight from the primary hall, without any preparation, and abuse the simple mob AI to get an entire armory in your bag.
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