Some new ideas for features :)

Have an idea or suggestion for PULSAR: Lost Colony? Post it here!
feartheway
Alpha Tester
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Joined: Sun Jun 01, 2014 10:03 am

Re: Some new ideas for features :)

Post by feartheway » Tue Jul 14, 2015 9:40 am

cargo hold upgrade to hold more shizzle.

ability add notes to map like ... acid system <AVOID> etc

feartheway
Alpha Tester
Alpha Tester
Posts: 98
Joined: Sun Jun 01, 2014 10:03 am

Re: Some new ideas for features :)

Post by feartheway » Tue Jul 14, 2015 10:38 am

weapons locker to store close combat weapons.
weapons shop for people to spend allowance.
bar with drinks for people to spend credits.

better rifles and pistols. stun guns, lazer rifles, hand plasma cannons. etc

feartheway
Alpha Tester
Alpha Tester
Posts: 98
Joined: Sun Jun 01, 2014 10:03 am

Re: Some new ideas for features :)

Post by feartheway » Wed Jul 15, 2015 11:57 am

auto emergency beam back when enemy ship explodes and our crew on it.

special loot for killing infected ships
fighing infection

big massive ship progression... to more crew or main turrets.
buyable extra cargo slots, turret slots etc

crafting planet for making better weapons etc upgrades
normal, rare, epic gear and unique, green, blue, purple, orange.

feartheway
Alpha Tester
Alpha Tester
Posts: 98
Joined: Sun Jun 01, 2014 10:03 am

Re: Some new ideas for features :)

Post by feartheway » Wed Jul 15, 2015 12:31 pm

bug when you buy more than 200 fuel cells, always goes to 200, if the ships capacity is 200 then it should stop you buying more or put it in cargo hold.

feartheway
Alpha Tester
Alpha Tester
Posts: 98
Joined: Sun Jun 01, 2014 10:03 am

Re: Some new ideas for features :)

Post by feartheway » Fri Jul 17, 2015 12:57 pm

Planets,
need more content per planet.

the cave systems need to be a few levels bigger. instead of one level or two maybe 5 to 10 levels.

need more monsters, more loot such as jump fuel. more levels.

Maybe a launch pad for a shuttle per planet.

Maybe some sort of simple puzzle?

Maybe some sort of dialogue?

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