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Re: Remaking Limit Theory - From the ground up

So a question turned up in the general brain storming doc . Do we consider warp lanes/trade lanes a core feature that should be in? I'd say yes but I wouldn't mind some other in-system fast travel mechanism (as long as the systems are large enough to rquire one :crazy: ). I would love to have trade...

Re: Remaking Limit Theory - From the ground up

I don't know how much of a must-have this is for others ... but what I miss a lot from when I played Freelancer: To me it felt like it had something that I would call wilderness? I never again played a space game where I could go on a road trip through vast and dense nebula with sharply edged astero...

Re: Remaking Limit Theory - From the ground up

I imagine that another question would be: Should the ships and stations be procedural or hand crafted? Personal opinion: Start with a few handcrafted placeholders. We don't necessarily have to craft them ourselves, although we already have a small team of experienced modelers floating around (HowSe...

Re: Remaking Limit Theory - From the ground up

I imagine that another question would be: Should the ships and stations be procedural or hand crafted? Also: I don't have any experience in software development (only fooling around a little bit with micro controllers and some stuff in Matlab) but to me it seems that Josh has done some major researc...

Underspace

I didn't find it in the forums here, so I thought I'll just drop that name real quick. It remotely reminds me of an approx 20 year old game that seems to be quite popular here. Can someone help remind me which one that was? I recommend the SpaceGameJunkie podcast that has the developer on it. Gives ...

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