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Re: BSF 2 suggestion topic.

Posted: Sat Jul 03, 2010 7:34 am
by thenoobiebuilder
Ok I have my wish list ready :lol:

  • The ability to make and edit missions in shipbuilder
  • More cores to build with.
  • A "Custom Campaign" option next to the "Sandbox" option
  • A Defence Drone AI that makes the ship guard the ship that spawned it(and if no ship spawned it it would guard any ship larger than it).
  • Modules that can be set to start with no energy
[Disclaimer] As I do not have the time to read the 30+ pages of this post I am not liable if the ideas stated aboves were stated before.[/Disclaimer]
:roll:

My two mints

Re: BSF 2 suggestion topic.

Posted: Mon Jul 05, 2010 8:48 pm
by th15
You can make missions in the encounter maker, though I'm not sure how well that works anymore.

Re: BSF 2 suggestion topic.

Posted: Tue Jul 06, 2010 12:40 am
by Bad Boy
Encounter Maker works fine, it's just difficult to get anything interesting done because all you can do is spawn ships through waves or timers (hint hint).

And while I'm here, you can set modules to start with no energy, just set energy to 0 in shipmaker.

Re: BSF 2 suggestion topic.

Posted: Tue Jul 13, 2010 9:47 pm
by unsunghero10
It's been a looong while since I was here, but since then I played Transcendence.

A nice weapon would be something like the Pteravore's leechers (no idea of the real name).
They are little homing robots that look like starfish when they attached to your ship and drain away energy from weapons and thrusters, damaging ones that are completely drained. The Limpet mines already have the basic functions, except the for the energy drain.
I'm not sure if its possible, but maybe a function could be made to make it explode with the force of the stored energy, or return to the ship and add it as health/reload.

Re: BSF 2 suggestion topic.

Posted: Thu Jul 29, 2010 6:04 pm
by Lizzie
shaneandriu wrote:Hello People..
turns gray after a few seconds, like the campaign. vessels of the housing would be a special gun.It elderly linked to his party out randomly ..
... what? I have no idea what you just said.

Re: BSF 2 suggestion topic.

Posted: Wed Aug 04, 2010 10:43 pm
by Silver Swordsman
> Direct Control and/or triggers for modules.
> Some sort of mine, as probably already mentioned, or, make the limpet mine actually a usable weapon/module in the SM
> The ability to change module sprites
> A special "Custom Beam" and "Custom Weapon" in that one can change/toggle the explosion sprite, the firing-effect sprite (for beams), sound effects, missile trails, afterimages (like tachytons and plasmaballs). All in all, an ED3 tab for weapons.
> Hangars/more advanced drones launchers (demeters don't rotate, do they?) that allow the child-ships to return to the mother ship.
> The ability to customize firing effect and impact effect sprites (aka custom explosions)
> The ability to set blending/alpha values for bullets
> Group Rotate
> The ability to have higher resolutions than 1074x648

Re: BSF 2 suggestion topic.

Posted: Thu Aug 05, 2010 12:59 am
by ArcaneDude
The problem with many of those suggestions is that there may not actually be enough room in the SM menu bar to add all those features.

Re: BSF 2 suggestion topic.

Posted: Thu Aug 05, 2010 2:12 am
by Anna
Which is why he's suggesting it in the BSF 2 suggestion thread, obviously.

Not that I have any illusions about there ever being a BSF 2...

Re: BSF 2 suggestion topic.

Posted: Sun Aug 22, 2010 6:16 pm
by ludsoe
This might of been suggested already but i don't feel like going through every page of this topic.
Why not add a way to import ships into the campaign. For a more complex game play. Hmmm it seems i can't provide a good example...

Re: BSF 2 suggestion topic.

Posted: Sun Aug 29, 2010 11:10 pm
by TheBuilder
For the ship-maker; a way to make transforming ships easier

Add the option to transform ships that have transformations while in the editor so that they can be saved either way.

An example of what things this could help with: D00D!'s Bear Rim Fleet.

Re: BSF 2 suggestion topic.

Posted: Sun Oct 03, 2010 12:54 am
by Skybuck
Custom sounds... Custom weapon sounds... and custom module sounds... and custom doodads sounds... could be used for voices as well ;)

Re: BSF 2 suggestion topic.

Posted: Sun Oct 03, 2010 1:07 am
by Anna
Honestly, I see no reason for this thread to still be open. At this point people are just repeating repetitions of things other people have already said. Twice. I'd lock the thread, but I'll leave that to Arca to decide, I guess.

Edit: Locked by Imperial Authority. :lol: