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Station Field Guide Part V – SCR | Farbs.org

Scrap Yards didn’t change much when we left Earth. The chainlink and corrugated iron fences became girders, and business went on as usual. You can usually spot a pitbull terrier barking soundlessly at you from behind a habitation deck porthole.

You currently sell modules by dropping them somewhere near the station, but I’ll modify this soon to detect modules are in the scrap yard area. I’m excited about delivering modules by backing my ship up against the yard entrance, detaching a MkII booster from my vessel’s centerline aft, then unloading a huge bulk of girders and other spare parts to drift silently into the yard.

<3 Farbs


76 Comments » for Station Field Guide Part V – SCR
  1. Pen says:

    The missiles could just be allowed to drift for a bit to get away from the launcher. This would also mean that close-range combat wouldn’t be as frustrating with missiles.

  2. William Ward says:

    You could have missiles launch at the regular speed but not be powered to detonate unless they are within a certain range of the closest target that way if you run inot them they will bounce off like debris

  3. Matt says:

    oh i like that idea… except maybe you could make them just break if you ram them so you still have to be careful to use them but your not going to blow up half your dam ship. i like missiles just not dieing, if they worked how William or i have just said i would have no problem using them. i think this has been the best idea for the missiles yet but of course feel free to object.

    on another note… did this conversation ever revolve around scrapyards? *rhetorical*

  4. Pen says:

    On scrapyards, then. What if you accidentally detach a part into the scrapyard that you didn’t intend to sell? How is the decision to sell determined? What happens if you steal or damage parts inside the scrapyard?

  5. colossuey says:

    Just a curiosity, when will the FORUMS.BAT be ready?

  6. Chris K says:

    Hey, Farbs, throw us a bone so we have something to gnaw on other than your femur :)

    Or not. I suppose I’ve been a little spoiled considering you kept almost totally quiet about the previous two games. I just hope things are progressing smoothly over there.

  7. Grinner says:

    @Pen- maybe you would have to hit a “switch” for the scrapyard to collect the parts? just a module that must take damage to activated. But I suppose this could cause some issues if enemies shoot the module instead of you, or you accidentally shoot it whilst in combat (or if you don’t have any weapons :S)

  8. Pen says:

    I’d think that his communication system would handle it, somehow.

  9. Captain William says:

    Would it be possible to make it so that we could edit the controls via the terminal? That would be extremely helpful, because I use a nonstandard keyboard layout. (dvorak)

  10. Matt says:

    so do the scrapyards work like shops? can you sell AND buy, or are they just for selling spare parts? it would be good if you could sell parts to buy back later or the scrapyard also acts like a shop and stock new parts every half an hour or so.

  11. Farbs says:

    @Grinner – All communication with stations is handled via the console. This allows the station to give you an itemized list of sale prices and lets you make a more informed decision. Damaged modules fetch much lower prices than undamaged ones, so sometimes you’re better off keeping the damaged parts, or repairing the parts before sale.

    @Captain William – That’s somewhere on my non-critical features list. Given I’m already waaaay over schedule though I probably won’t have time for this in the initial release. Sorry.

    @Matt – Scrapyards are for selling, factories are for buying. Fictionally it’d make sense if you could buy things from a scrapyard, but by keeping the station functions distinct each area you explore is made a little more unique and interesting.

  12. Matt says:

    oh mad… makes more sense now =) thanks

  13. Matt says:

    wow threads go dead quick! i even got the last post, lucky me =)

  14. Matt says:

    so so quiet… 0.o

  15. Chris K says:

    AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHGGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!

    And… quiet again

  16. Matt says:

    lol! and here i was about to state how lonely it was here and that i would start the cus’n and runni’n a foul in this here topic =P

    RUIN MY FUN WILL YOU

  17. Chris K says:

    Well, what fun would it be if no one noticed it anyway?

  18. Matt says:

    well.. i was hoping no one would look YET… man i must sound like a stupid 13 year old atm XP. oh well. let us star our owne little club, right here! we shall call it “the im not 13 club”… you like?

  19. Chris K says:

    Sure. Garry’s Mod needs one of those too… Or at least it used to. Haven’t played GMod online in quite some time now.

  20. Farbs says:

    Heheh. Whenever someone posts a comment I receive it in an email, so I’ve actually been listening THE ENTIRE TIME.

    Muahahaetc.

  21. Chris K says:

    Oh, so you got that comment I made on your post about a 3D Captain Forever game?…. Whoops

    Anyway, listen all you like. Just don’t forget to give us reassuring blog posts so no one wants to kill you :)

  22. Matt says:

    =S oh nose! I’ve lost control of my quiet little ‘random, annoying shit posting spot’ DAM YOU FARBS, dam you and your “Whenever someone posts a comment I receive it in an email”-ness

    *projects hate*

    =P im so gawd dam’n BORED

  23. Matt says:

    and again…. silence =)

  24. Chris K says:

    NOT ANYMORE

  25. Matt says:

    stop it! stop it you utter BASTARD =P i shall cast my level 17 fireball spell on you if you continue XP

  26. Chris K says:

    You do that then.

    Hey, Jarrad, I am looking in your window right now. Nice digs.