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Posts
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Everything posted by cybercod
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See a ship you want, take it! But you have to take it as is... and leave your ship behind taking only what you can carry.
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I wish there was a slight bit of maneuverability while using pulse engines.... even if its just enough to follow the curvature of a planet. If I want to fly to the other side of a planet, I have to start and stop the pulse engines several times, reorienting between jaunts. This is probably not possible yet, but I just wanted to get the idea out there while I was thinking of it. in a year, when people are scraping the bottom of the barrel for mod ideas, maybe someone will make it ;)
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It would be cool if one of the aliens you meet gave you a package to deliver to another star system, and gave you enough Warp Cells to get there, and a large reward upon delivery.
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I got that bug where you change to a crashed ship and you have no recipe for building a warp drive. Now I'm reduced to looking endlessly for the recipe and the game just isn't coughing one up. I know they said they fixed this, but I've been ready to leave this system for days now. :sad: EDIT: NVM... apparently a patch came out when I wasn't looking. It just gave me one as soon as I loaded my save.
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I"d like to buy 500 units of something rather than just 43. If you got the cash, they should have the stuff.
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There's a lot of complexity to multiplayer, but there's also a lot of existing open source solutions... And the game has already attracted a lot of attention from some REALLY smart people, who are currently busy dissecting it. Its entirely possible, but it might take a long time and attention from the right set of nerds. What I'm wondering is if, due to the enigmatic nature of the developer... is if there isn't already multiplayer IN the game, just that nobody has figured it out yet. Everyone's still twerked over the portals and nobody has opened one yet. They could be where the developer intends to add multiplayer later, or they could just be waiting tight lipped and snickering until we figure it out. Who knows lol Regardless, after seeing all the amazing things done by the modding community, I don't think anything is truly impossible for them to do, in time.
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Mod Request - I wanna go home :( [map history]
cybercod replied to cybercod's topic in No Man's Sky's Mod Ideas
Ok, so after studying waypoints works in the galactic map, I realized I can't set one where I currently am, but any other star is ok (which is dumb) so if you want to save a system's location, you have to find it right after you left it and set a waypoint at that time. I don't see any way of removing waypoints, unless they just remove themselves when you arrive back in that system. This is, of course, craptastic, but its something -
Okay, apparently, you can already do this... but the range is weak... Can anyone boost this distance? or is the building just cease to exist when you're not close to it anymore? http://www.polygon.com/no-mans-sky/2016/8/22/12585546/tag-buildings-analysis-visor
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Mod Request [gear] - Hitchhiker mode... Electronic thumb
cybercod replied to cybercod's topic in No Man's Sky's Mod Ideas
Preferably, it would drop you somewhere you could call your ship to you. -
I'd like to be able to set some markers on things I'd like to get back to... For best effect, they'd be visible any time I'm in that system, Since getting to the center is just a joke, there's no reason not to take a slower pace and get to know the neighborhoods you're in.
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Title says it all, but by the description, it compresses gas from the environment... there's no reason why that mechanism wouldn't work while airborne. Waiting to charge til you touch down is just silly. It should be a constant, when you're not using it. If nobody gets to this one, I may take a crack at it myself
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MOD Request. make all items stackable
cybercod replied to lalala2365's topic in No Man's Sky's Mod Ideas
Requires NMSE http://www.nexusmods.com/nomanssky/mods/108 -
Mod Request - I wanna go home :( [map history]
cybercod replied to cybercod's topic in No Man's Sky's Mod Ideas
I'm still pretty impressed with what a 15 person team was able to pull off... probably wouldn't have been as much backlash if Sony hadn't jumped in and turned on the hype machine. But on the other hand, now they have enough $$ to hire all the help they need. Their next game will take this theme MUCH further. I dunno how long they'll build on this one, but thats what the modders are best at -
Ever tried to backtrack to where you've been before? Its pretty damn hard. I'd like to have the ability to easily target any system I've visited in the galactic map. I had my first planet 95% done (animal analyzing and etc) and read about how to get the Atlas Pass and so I went two jumps down the Atlas path and now I can't find my way back to finish my first planet and collect the reward (OCD much?) I have LOTS of mod ideas, but this is the one that is really glaringly deficient. Thanks for your time
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*bump* No one even has a comment? *shrug*
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Short and sweet description: Make an "apt"-like repository system for Oblivion mods. A little more info: Apt is a package management system for adding software packages to a debian based Linux OS. It has such things as meta-packages and dependency resolution. For those of you who are not Linux savvy, think of it like Apple's app store, cept that all the stuff is free, and instead of iFart and the like, it downloads and installs Oblivion mods. If Oblivion mods were hosted in an online repository, this would allow you to download and install complete suites of mods with proper load order and all dependencies worked out. It would be great if it were built as a companion interface for OBMM. I don't have the coding skills, but I had the idea, and I thought I'd share that. After seeing all of the amazing tools built around making Oblivion the most amazing fantasy gaming experience imaginable, this doesn't really seem all that far fetched.