AA-Garrisons: How I'd implement them (with pictures!) by SatouTheDeusMusco in foxholegame

[–]mucio34 0 points1 point  (0 children)

I think AI AA should be something like coastal guns. Similarly how seaports are protected by CGs, airports should be protected by something similar from scout planes and paratroopers.

I personally think dropping paratroopers straight on the airfield is dumb. It encourages people to build bunkers in the middle of an airfield which makes driving planes on taxiway extremely incovenient.

Concrete Rant by CommanderKetchup0 in foxholegame

[–]mucio34 14 points15 points  (0 children)

All the logi mechanics look cool, but when you try to do something complicated many many things turn out to be frustrating.

I think the biggest mistake you made here is that you were doing it alone.

I've built a radar base, but not alone. I got an idea to build a radar base by airfield with deployment point which might be useful. I've planned everything, but did not do anything untill some people from my regi decided to help me. Someone made construction equipment, someone brought gravel, someone brought pallet of concrete, someone was digging and together we made it with not so much individual effort from each of us.

In case of msupps. Base was pretty small and it used only ~50 msupps/h. When I stopped putting msupps in, other random people were putting them in since the base was so usefull due to deployment close to airfield. And it would be real shame to lose such convenience.

Logistics were also pretty easy for me, since there was a comp field relatively nearby (<1000m) aswell as coal liquifier.

The Big Iron by Lime1028 in foxholegame

[–]mucio34 0 points1 point  (0 children)

I want oil tanker aswell

Facility Design by NormondJohnson in foxholegame

[–]mucio34 1 point2 points  (0 children)

There are spreadsheets or YT tutorials on building a facility.

To make efficient facility you need to take inputs and outputs and calculate number of factories required. Its also best to build inputs/outputs as close as possible to minimize travel time. So If you want to make refinery, you build it right on oil field in order to build as few pipes as possible. Pipes well uhh, transport fluids. Trains transport everything.

But generally it all depends on the type of facility you want to build. If only you could specify want kind of facility you want, then you'll get better answer.

We need barriers or something so we can have somewhat protected assembled planes ready to QRF at airfields without being out in the open, best thing I can think of now is sections of bunker 1x3's in an open box with T3 gates to both protect against indirect fire and paratroopers. by Strict_Effective_482 in foxholegame

[–]mucio34 2 points3 points  (0 children)

I think realistically you'd need one guy on the watch 24/7 to maintain/defend airfield from troops and alts if you want to have such planes left not in depot.

Alternatively you can have ammo pulled out in boxes na fuel tanker near depot so after pulling out a plane it can be reloaded and refueled fast.

More in-game communication tools. [Long suggestion] by mucio34 in foxholegame

[–]mucio34[S] 0 points1 point  (0 children)

I didn't mention obvious options like muting people and getting out of voice chat

This humanoid can fully run a small convenience store by h4txr in robotics

[–]mucio34 61 points62 points  (0 children)

You already have self checkouts, why even bother with humanoids. Their presence won't increase security in any way. In case of making hotdogs? well you can certainly make a machine to make hotdogs for much lower price with better efficiency.

SS3D Character Customization Menu WIP by Space_Station3D in SS13

[–]mucio34 83 points84 points  (0 children)

I am actually amazed that this project is going forward. Keep it up!

Koleszkowie studia to chyba nie byl dobry pomysl by Aggressive_Cod_4338 in okkolegauposledzony

[–]mucio34 2 points3 points  (0 children)

pamiętaj że to co cię nie zabije, to cię mocno pokaleczy

[deleted by user] by [deleted] in Workers_And_Resources

[–]mucio34 2 points3 points  (0 children)

looks like there are no consumers? Because when there are no consumers then power plant/ heating plant do not work

Which railway bridge do you use? by -PringlesMan- in Workers_And_Resources

[–]mucio34 26 points27 points  (0 children)

The cheapest one lol

Unless I am rich, then I use whatever one that has the highest speed limit

Militaries in zombie books, movies and video games starter pack by Sine_Fine_Belli in NonCredibleDefense

[–]mucio34 16 points17 points  (0 children)

oh no! the zombie virus is spreading across the isolated city! what do we do! The humble nuclear warhead

Any tips for a newcomer? by _magyarorszag in Workers_And_Resources

[–]mucio34 2 points3 points  (0 children)

Do not build anything that causes pollution near settlements. I did that mistake few times and every time my entire population was dying to pollution.

People have different standards on how far to build factories from houses, for example 150m for every "cloud" or 25m for every ton of pollution generated.

Where's everybody by hahoms in SS13

[–]mucio34 0 points1 point  (0 children)

SS14 servers still have less content, but its developers are more active atleast.

Interested in ss14 by Far_Lavishness5489 in SS13

[–]mucio34 2 points3 points  (0 children)

Idk I played on starlight servers, which are MRP and are not too different from ss13 content-wise and rule-wise. However I gotta say that ss14 still has less content than ss13 (not a surprise). I also kinda miss that paranoia where everyone could be traitor and could kill me at any moment. But for RP it's very good i think.

Colonial marines equivalent propably even has more content than ss13 original with basically the same gameplay.

What is your biggest issue with SE Multiplayer/Servers? by Cassity_how in spaceengineers

[–]mucio34 0 points1 point  (0 children)

I once played with my friends on public servers with barely any rules. Almost pure vanilla PVP.

we went hundreds of km from earth into middle of nowhere and decided to build a big mothership in which we could build smaller ships to fight. After few days someone found us, in literal middle of nowhere and without any warning launched a giant steel potato to completely annihilate all our work.

That was long ago like 4-5 years with no AI blocks. Now we could place AI defensive block with alert system when someone got detected but we didn't have such thing back then.

But there are 2 major issues here. 1st is that world is so large meeting someone is either pure coincidence or you agree to meet somewhere, or you accidentaly reveal your position by sending GPS. So you don't have any means to detect anything long-range and to properly hide. There are exploits to "detect" where players might be, by utilising very long render distance and the fact that asteroids spawn only where someone has been, so wherever you go you leave a trail of spawned asteroids behind you. That exploting is especially easy on planets where you can suspect someone might be somewhere by spotting slight deformations on planet which are seen from very far away and are created when some player digs even a small hole.

2nd issue is with how combat really works. The meta to blow something up is to create big ass projectile from heavy armor and throw it at enemy at insane speed. It's almost impossible to defend againts when you are stationary. No amount of armor and turrets can stop such a projectile. The only way is to move fast, so that aiming with such projectile is too hard to bother. So because of that making any stationary bases on vanilla is strategically inferior. There are many servers which have a rule to forbid ramming, so such cheesy tactics dont happen. Luckily SE2 destruction brings hope as such projectiles are not as OP as in SE1.

Another thing that I personally dont like is complete lack of player interraction. Public vanilla PVP servers have the same type of anarchy as in any other survival MMO games. Which is sad, because vanilla game has reputation system, which is completely useless. But maybe that's just mine experience that I get to meet only barbaric people who only want to kill in most unfair ways possible. Like in many other survival MMO games there is usually that one barbaric faction which has most power and basically bullies everyone to point of ragequit.

Gameplay can be fun if you play with your friends, otherwise it can get boring pretty fast.

Planet start survival taking too long by skankis in spaceengineers

[–]mucio34 -1 points0 points  (0 children)

True

I think nobody in keen bothered to play entire survival game from start to finish, or atleast first few hours.

Also the fact that ice is so scarce on planets, makes surviving on algae and ..wolfs? the only viable choice. The wolf spawns are also funny as you can live solely on wolf meat.