Search found 252 matches: Ships
Searched query: ships
- Sun May 11, 2014 4:21 pm
- Forum: Ideas and Suggestions
- Topic: Ships
- Replies: 4
- Views: 3648
Ships
Hello everyone. I think the game would benefit from another transport option, as you may have guessed from the title, I'm talking about ships! Not spaceships though, although that would be cool, but the game sometimes generates very large bodies of water and the ability to sail would be a ...
- Sat May 10, 2014 1:12 am
- Forum: Ideas and Suggestions
- Topic: Randomized map events
- Replies: 1
- Views: 1218
Randomized map events
... as well as hidden caches of resources that would only be exposed by reclaiming the structures around it. Possible Events/Locations -Crashed star ships (ranging in size from tiny to enormous that could be reclaimed) -Ruins of abandoned cities (Large reclaimable structures/Caches guarded by aliens/marauders) ...
- Fri May 09, 2014 5:11 pm
- Forum: Ideas and Suggestions
- Topic: Building train bridge
- Replies: 12
- Views: 8692
Re: Building train bridge
It would be fascinating if we can use ships and ports to transport items somedayDrury wrote:Might be a bit of an issue if you plan on having boats and ships, but... What do I know.
- Thu May 08, 2014 2:00 pm
- Forum: Ideas and Suggestions
- Topic: Conveyor Belt Router
- Replies: 52
- Views: 15209
Re: Conveyor Belt Router
... of MechJeb's functionality out of the box anymore. In my own career mode, I haven't unlocked automated landing yet. So what do I do? I land my ships manually. Later in career mode, I'll want to focus on larger goals and objectives and not focus so much on the minutia. Learning to dock for the ...
- Mon May 05, 2014 8:05 pm
- Forum: Ideas and Suggestions
- Topic: multiple planets,bridges,vehicles and more recources
- Replies: 2
- Views: 2097
Re: multiple planets,bridges,vehicles and more recources
... push to get to that, possibly^^ I think the bots should collect the essence too, right? As to the topic, I really like the idea of bridges and ships first and foremost. Give me more way to transport my ore, please!
- Sun Apr 20, 2014 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Building train bridge
- Replies: 12
- Views: 8692
Re: Building train bridge
... track build on water with a partially transparent alpha layer for stuff that's on it. Might be a bit of an issue if you plan on having boats and ships, but... What do I know.
- Sun Apr 13, 2014 8:45 pm
- Forum: Ideas and Suggestions
- Topic: build more things (armor car,trucks, ships & etc)
- Replies: 0
- Views: 1939
build more things (armor car,trucks, ships & etc)
Future suggest. using production to be able to build more things (armor car, ships (I would love to see ships built with different parts) Am currently reading about battleship construction(1905-1945) which could be a game itself, the balancing of firepower/movement/protection ...
- Thu Apr 03, 2014 5:04 pm
- Forum: Ideas and Suggestions
- Topic: Galactic Market
- Replies: 13
- Views: 4369
Re: Galactic Market
... and to prepare for the landing of a ship that we can suppose is big. Is it really stretching it to believe that we could make small space-capable ships in order to trade with that ship, and through it, with other planets? Sure, it needs to be fairly end game, with big costs for the research, the ...
- Mon Mar 31, 2014 11:36 pm
- Forum: Ideas and Suggestions
- Topic: ideas on medium and ep ic updates
- Replies: 8
- Views: 3265
Re: ideas on medium and epic updates
... We can think of these next tiers as a whole other game even but still in keeping with the core concepts, even with the vessels and space ships and trading with other planets, those too can have some type of factory building theme to it. Maybe having to be able to build a trading spaceship ...
- Sun Mar 30, 2014 4:19 pm
- Forum: Ideas and Suggestions
- Topic: ideas on medium and ep ic updates
- Replies: 8
- Views: 3265
ideas on medium and ep ic updates
... We can think of these next tiers as a whole other game even but still in keeping with the core concepts, even with the vessels and space ships and trading with other planets, those too can have some type of factory building theme to it. Maybe having to be able to build a trading spaceship ...
- Wed Mar 19, 2014 4:28 pm
- Forum: Implemented Suggestions
- Topic: More ideas for building ghosts
- Replies: 7
- Views: 3232
Re: More ideas for building ghosts
... is to make it more or less the same as in games like OpenTTD: A "tool" for the streets, one for the rails, one for planes and airport, ships and harbor, etc. It definitely works. So with factorio: One for belts, trains, electric etc. But I can live with the current solution.
- Tue Mar 11, 2014 9:41 pm
- Forum: Ideas and Suggestions
- Topic: Factory Designer like a 4x games Space Ship Designer
- Replies: 13
- Views: 7898
Re: Factory Designer like a 4x games Space Ship Designer
... before I even read this topic, because I knew exactly what he was talking about. The 4x ship designer is a part of the game where you design the ships you will later build to use for various tasks, such as light fighters, scouts, colony ships, ect ect...they go way back to early classics such ...
- Tue Feb 25, 2014 11:21 pm
- Forum: Ideas and Suggestions
- Topic: Trains as linkers between seperated logistic networks
- Replies: 3
- Views: 3313
Re: Trains as linkers between seperated logistic networks
... before... - we have special chests for the market, and special inserters to fill the right items in the right wagon Chances: can work equally for ships or cars, too. And of course the continental market with other players. Can be included in routes, instead searching for a free train it searches ...
- Wed Feb 19, 2014 2:52 pm
- Forum: Ideas and Suggestions
- Topic: Some suggestions(or may be even requests)
- Replies: 15
- Views: 7995
Re: Some suggestions(or may be even requests)
... for the car / tank - it could be done in a similar fashion. i took this idea from Sword of The Stars space strategy, where you design all your ships(some ship sections by task, engine section, all weapon systems (near every cannon), modules and internal enhancement(primary armor)). next you ...
- Mon Feb 17, 2014 10:52 am
- Forum: Ideas and Suggestions
- Topic: Recipe overhaul
- Replies: 6
- Views: 1900
Re: Recipe overhaul
... An early game fuel. I would think of not burning it if I could avoid as I wanted to use it late game for bigger and better things... like space ships :) The massive wait until you can use oil is a bit annoying
- Sat Feb 08, 2014 12:04 pm
- Forum: Ideas and Suggestions
- Topic: Rens2Sea's gigantic list of ideas and suggestions
- Replies: 3
- Views: 3184
Rens2Sea's gigantic list of ideas and suggestions
... breaking up the plains, faking real elevation. http://img202.imageshack.us/img202/9831/scm66ea.png More exploration, abandoned bases, crashed ships etc. Add an 'infinite' option to the richness list of resources in the map generation dialog. Monsters Wildlife that's not hostile by nature. ...
- Sat Jan 25, 2014 5:15 pm
- Forum: Ideas and Suggestions
- Topic: Resource Sinks
- Replies: 12
- Views: 5443
Re: Resource Sinks
Maybe extend the game by allowing ships to land and to build some sort of "housing accommodation". These structures can than to be supplied with by the players factory with all amnesties (maybe adding farms, consumables etc.). "Goal" ...
- Sat Jan 25, 2014 3:42 pm
- Forum: Ideas and Suggestions
- Topic: Resource Sinks
- Replies: 12
- Views: 5443
Re: Resource Sinks
Hello, We could go the other way around, we could build expensive facilities on the planed to accomodate incoming ships. Or the player could send resource packs on the orbit for the waiting ships. Maybe extend the game by allowing ships to land and to build some sort of "housing ...
- Sat Jan 25, 2014 1:18 pm
- Forum: Ideas and Suggestions
- Topic: Resource Sinks
- Replies: 12
- Views: 5443
Re: Resource Sinks
... modules to the space ship on the orbit. We could go the other way around, we could build expensive facilities on the planed to accomodate incoming ships. Or the player could send resource packs on the orbit for the waiting ships. But the truth is, that anything will get boring eventually, we can't ...
- Fri Jan 24, 2014 1:19 am
- Forum: Ideas and Suggestions
- Topic: Resource Sinks
- Replies: 12
- Views: 5443
Re: Resource Sinks
... whatever the research is. Obviously 40% would be way too high in this game, and in larger games of Star Ruler it's even too much. You start with ships that have 20k hp and in 2 hours the exact same ship of the exact same design can be pushing millions of HP. However that would provide a good ...