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Messages - Cyber

#1
Ideas and suggestions / Re: Suggestion: Salvaging
June 19, 2014, 04:14:18 PM
Awesome, thanks for letting us know!
#2
Game discussion / Re: VE Player Q&A Article
June 19, 2014, 04:08:26 PM
We don't mind at all!  We wrote it up to help spread the word about VE :D
#3
Game discussion / VE Player Q&A Article
June 16, 2014, 08:25:47 PM
So a couple of us (me from Death by Beta and Brian from Space Game Junkie) got together and wrote up a Q&A article regarding the current VE alpha early access test.  We figured that perhaps having a perspective on the game from the player's point of view might be useful for anyone out there that is curious about VE.  Most of you around are probably already playing, but just in case you aren't (or you know someone who might be interesting in reading more about the game) feel free to check out:

http://www.deathbybeta.com/articles/voidexpanse-player-qa/

This isn't meant to be a shameless plug, but rather simply us trying to spread the VE love :D
#4
Ideas and suggestions / Re: Suggestion: Salvaging
June 09, 2014, 10:59:09 AM
It's a dirty job, but somebody has to do it :D
#5
Ideas and suggestions / Suggestion: Salvaging
June 08, 2014, 07:25:41 AM
Are there any plans for salvaging to be a career or at the very least a possibility?  I keep wandering past all of this floating space debris that I have to avoid as I travel around , and it bothers me that I can't stop and pick it up as scrap.

A dedicated salvager ship or equipment would be a nice touch I think :)
#6
Ideas and suggestions / Re: Deployables
June 08, 2014, 07:20:23 AM
Awesome, great to know, thanks!
#7
Ideas and suggestions / Deployables
June 07, 2014, 01:03:38 PM
I am really liking the concept of the deployable weapons such as mines, although in practice I haven't yet found them terribly useful.  Is there any plan to have turret deployables?  When playing as a miner, it would be nice to be able to deploy some kind of automated defense turret(s) nearby.

Some additional thoughts about mines:

1) It might be nice to have some kind of mine that will move towards any target that wanders too close.
2) Having mines that emit some kind of pulse that drains shields or energy (or depletes shields or energy when they detonate), would be pretty slick.
3) Having some kind of mines that can be detonated manually.

I am really digging the latest update of VE!

Update: whoops I should have put this in the Suggestions board.  Perhaps a mod could move it over for me :)


#8
Ideas and suggestions / Re: Class-related skills
June 06, 2014, 10:50:46 AM
Even before the full skill tress are complete, one suggestion I have is to make the different classes require different amounts of skill points to buy skills.  For example, the Adventurer would have the normal spread of skill costs, whereas the Scout might have discounts in purchasing certain piloting skills but require more skill points to purchase engineering skills.  The Prospector on the other hand would be able to purchase engineering and haggling skills for less skill point cost, but take longer to purchase more combat related skills.

This seems like something that would be fairly easy to implement and give some quick meaning to the classes as they are now.