Post by Praesumo on Jan 26, 2015 6:03:46 GMT
In no particular order:
1) A Rubber version of the armors. Mainly these would be good to have because there is a need for something that both shock absorbs AND has high friction against the ground. Currently the best friction is had by the wheels, but they lag the game a lot and there is a need for something better (when I use them as footpads on walkers) Normal wood slips out from underneath a walker even when there is a LOT of weight pushing it into the ground, armor as a footpad is even worse...
2) A Rubber version of the girders/supports. We need something that can flex and twist, but still provide somewhat decent support. This would allow the use of supports of piston or spring structures, and would allow for more flexible bots. These could also be used to finally create a ballista/bow (bending them, then releasing the built up energy)
3) A top-mounted propeller assembly. I think propellers are great, but sometimes you don't want to have to sacrifice a 5x5 area of space just to have them rotate in. We need something smaller that won't fly apart at high RPM. Plus, if its side mounted (similar to wheels, and saws, we could finally "Flip" this part to have proper forward thrust on reversed spinning-blocks.
4) If possible, an overlay that we can toggle in the options that will color-code the stress levels on each part, from blue (none) to red (about to break). Similar to what you might see in those bridge builder games.
5) Archers that turn towards their enemy (and are animated) It's weird watching them stand like statues AND often not even face the direction of the target they're shooting at.
6) New ammo type (explosive parachuting sheep). You launch them into the air at your foes, and when they are on their way down, they'll deploy a parachute at about 2nd story level (so they never explode from impact). Once they hit the ground a timer starts ticking, and they search for nearby enemies (using the same code that makes them huddle near the player). Then the last thing you hear is a loud "Baaahhhhhh!" and BOOM. Downside: If they land too close to you, they might come back!
7) Different sizes/types of wheels with various benefits and negatives. (Such as an air-filled tire with excellent grip and (some) bounce, but a SINGLE arrow will pop it.)
1) A Rubber version of the armors. Mainly these would be good to have because there is a need for something that both shock absorbs AND has high friction against the ground. Currently the best friction is had by the wheels, but they lag the game a lot and there is a need for something better (when I use them as footpads on walkers) Normal wood slips out from underneath a walker even when there is a LOT of weight pushing it into the ground, armor as a footpad is even worse...
2) A Rubber version of the girders/supports. We need something that can flex and twist, but still provide somewhat decent support. This would allow the use of supports of piston or spring structures, and would allow for more flexible bots. These could also be used to finally create a ballista/bow (bending them, then releasing the built up energy)
3) A top-mounted propeller assembly. I think propellers are great, but sometimes you don't want to have to sacrifice a 5x5 area of space just to have them rotate in. We need something smaller that won't fly apart at high RPM. Plus, if its side mounted (similar to wheels, and saws, we could finally "Flip" this part to have proper forward thrust on reversed spinning-blocks.
4) If possible, an overlay that we can toggle in the options that will color-code the stress levels on each part, from blue (none) to red (about to break). Similar to what you might see in those bridge builder games.
5) Archers that turn towards their enemy (and are animated) It's weird watching them stand like statues AND often not even face the direction of the target they're shooting at.
6) New ammo type (explosive parachuting sheep). You launch them into the air at your foes, and when they are on their way down, they'll deploy a parachute at about 2nd story level (so they never explode from impact). Once they hit the ground a timer starts ticking, and they search for nearby enemies (using the same code that makes them huddle near the player). Then the last thing you hear is a loud "Baaahhhhhh!" and BOOM. Downside: If they land too close to you, they might come back!
7) Different sizes/types of wheels with various benefits and negatives. (Such as an air-filled tire with excellent grip and (some) bounce, but a SINGLE arrow will pop it.)