Empyrion Galactic Survival - Taking a look at some workshop builds

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  • Опубликовано: 27 окт 2024

Комментарии • 39

  • @pear7869
    @pear7869 3 года назад +17

    what a nice surprise! thanks for the praising words J!

    • @tarsis6123
      @tarsis6123 3 года назад +8

      Jaw dropping yacht. Amazing....

    • @jeffrandall2813
      @jeffrandall2813  3 года назад +5

      Amazing build! :) Inside and out. I bet it took awhile too. Excellent work!

    • @pear7869
      @pear7869 3 года назад +3

      yeah it took a while for sure :) thanks again. cool to see it gets some attention again :3

  • @GoonerJak22
    @GoonerJak22 3 года назад +1

    just incredible builds
    the yacht i have seen before and it looks just as unbelievable now as it did the first time a real work of art
    the shaping and lighting on the vampire is just beautiful and so different
    i would spawn them both in just to say i owned them

  • @markpaterson6024
    @markpaterson6024 3 года назад +1

    Hi Jeff, a modular approach for the station makes sense. It keeps size class down for each module and allows you to have each part self sustaining with their own solar panels and power plants.
    The down side is you would be building many components over and over, but at a pace to match your resource supply and needs.
    The other downside is it’s very difficult to align modules in space perfectly.
    All I know is that a huge station with everything takes forever to achieve in game, but smaller cheaper modules will get you started sooner.

  • @shauniak
    @shauniak 3 года назад +2

    Bob333's and Pear78's ships are awesome!

  • @MrZarvoxx
    @MrZarvoxx 3 года назад +1

    Nice MX2 rework/update and the shape of MX4 is really cool.
    Curious to see the interiour frinished.
    I like the idea of a modular station where each module adds a new function.
    You have a core station and you dock modules to add the fonction you want.

  • @tarsis6123
    @tarsis6123 3 года назад +1

    Things *I* would want on a station: furnaces, some minor production and fridges, metric arse tons of solar and solar batteries, ability to repair Helios, space for module clusters like the Helios Ultimate Production module, space for 4 more modules, space for 2 more small modules, space for a pair of dropship modules, 3 320k storage bays, at least 1 320k ammo bay, plenty of space/mounts for defense, and a hangar that could hold some HV/SVs that my repairing Helios needs to drop off.
    I would want the hangar off to one side so I don't have to pass through it to get somewhere. In fact, I would want the actual working portions of the station as condensed as possible without being claustrophobic. Not too many levels, as I end up running from level to level ad infinitum.
    I would *not* want: a large garden, a large production area, multiple fluff rooms, stacks of storage boxes, many different corridors, confusing layout, something that will fall apart to drone attacks.
    Things that I would find intereting/fun: A dock for a small dedicated tender CV for mining/salvaging/cargo runs, the glare of the star blocked from most of the windows, an observation deck looking into the hangar, a drop dock like the Kriel Overseer, some flat surfaces to dock other CVs to.
    Thanks Jeff!

  • @DPtheOG
    @DPtheOG 3 года назад +1

    Since we like starter things which grow up to be big things, and we like modular things and metabuilding, how about a space station core with modular docking slots? Like, great big modular stations arms and pods which are CVs that move into place and you take the engines off after. Does standard functions and interesting things like allow Helios mods to dock onto the station "modules." It's a station, so I say "modules" because they're not really docked, so that you can dock smaller things to the modules which aren't really docked. This lets you get around the multi-dock limitation?
    On this note, you could design a mover CV, which docks to the module slots and pushes them in. That sort of concept?

  • @ArtByKeith
    @ArtByKeith 3 года назад +2

    You know that SV looks really familiar ;-) While I'm always happy to see other people using my ships and even customizing them, the SV you are showing is clearly the "Hell Raider" with a couple of modifications. That said, props to Dagmarr for taking the "Hell Raider" and making her there own. - YdoUwant2know

    • @Jarsia
      @Jarsia 3 года назад +1

      sent a message on the steam page saying they ought to at least credit you with the original

  • @DmytroBogdan
    @DmytroBogdan 3 года назад +1

    MX4 looks like a gunship from Everspace, very cool!

  • @Bushwacked78
    @Bushwacked78 3 года назад +1

    i cant wait for that mx4 would love to fly it

  • @briandeaton5048
    @briandeaton5048 3 года назад +1

    My favorite ship is still the Merc-MX5T. I LOVE that ship

  • @francobam3832
    @francobam3832 3 года назад +1

    Space base. Amazing. Can not await it. Still use yourHephaestus Spaceport but it lacks of some useful things we need this time now like proper CV parking and repairing. As a single player I usually dont need 4 furnaces and 4 decons but I need space space and space... and some production capacity...

  • @UANightfire
    @UANightfire 3 года назад +2

    I wouldn't fret over the use of modules. Eleon have really just forced the issue with the arbitrary limits they have placed on things. Instead of having scalable systems they have just limited certain mechanics per build. So the only way around this is combining multiple builds ... ie: modules.
    CPU could have been scalable but it is just a hard cap to limit size, despite the initial objections it wasn't another size limit mechanic. I'm not against CPU as an idea, I think the execution has a size limiter is poorly thought out. If you could just add more CPU power and more power production with a scale of diminishing returns, CPU could have been a really exciting mechanic. I could even see warships having redundant CPU rooms to ensure they can remain CPU compliant, longer.
    But the limitations exist and if you want to build large, to the point you wanted a mobile home base so you could truly become starborne, modularisation is the only way I can see that being realistically achievable. So much so that I had already started doing this myself.

  • @8836290
    @8836290 3 года назад +1

    Modular space station better vertical shaped, build around a central elevator shaft or (shafts). Or space station that is capable of storing 100+ x 320k storage. With docs for SVs but not CVs. Just a couple of ideas.

  • @wenchicus17
    @wenchicus17 3 года назад +2

    A "deep space" station made to dock and repair and supply Helios modules and other small CVs or SVs. Edit: Possibly a Helios module "Production Station"

    • @MarineButt
      @MarineButt 3 года назад +1

      Just a logistics hub would be great. A place to store and process materials. Maybe some RP value.

  • @wallaceluna6241
    @wallaceluna6241 3 года назад +1

    The Kriel Carrier one is the " Kriel-Charon (Reforged Eden compatible) "

  • @KipperKushman
    @KipperKushman 3 года назад +1

    BR549...lol. Love it!

  • @namaikikitsune
    @namaikikitsune 3 года назад +1

    The MX4 is shaping up nicely. I was looking for an SV shuttle a while back. I started with your MX1 (which I modified slightly) and ended up later with styLmntz's Toukan XS which starts with warp at T2 and can upgrade to T3 and add a shield. He really crammed a lot into a small package. Only down side really is lack of spacing with components.
    I look forward to seeing what you do with a new Station. I've tried a few trying to restrict myself to T2 and run into problems. You eat up CPU pretty quick. I think modules as expansion would be a good idea .I actually use XCal's Cartridge as added storage for one of mine. Your major decision would be deciding whether you want to have an enclosed hangar and if so how large. The server I've been playing on I've seen mostly cylinders or tower style stations without hangars at all.
    SVs are still my favourite vessel to operate. I use them whenever I can. Whether that's hunting food, picking surface nodes or shuttling me to and fro. I wish they had more of a role mid and late game but it's very situational. They're good on certain POIs when you can attack top down or if they don't have missiles but generally not worth the effort.

  • @tahaan99
    @tahaan99 2 года назад

    Good video. Thank you Jeff

  • @SteelDragon78
    @SteelDragon78 3 года назад +1

    @Jrandall Dagmar did not create that ship you showcased it is a remodeled Hellraider. The original author did an excellent job getting a High G SV miner in a smallish form factor and deserves the credit
    The original can be found here steamcommunity.com/sharedfiles/filedetails/?id=2440210447

  • @VigoMartov
    @VigoMartov 3 года назад +1

    👍

  • @bklough
    @bklough 3 года назад +1

    Space bases. Cool to think about, tough to pull off. Modules are cool: but who's defending the space base? If the space base can't defend itself in an unconquered system, it'll just get blown away. "Static Defenses", like the Castles of old, proved useless without a large, capable support force. Seems you could go 2 routes with space bases: strong, heavily armed, ammo mfg and caching, repair bay(s), medical/O2/fuel -- a base of ops for the "scouts" or forces taking out the threats, some of those forces providing defense as well; or, the area is cleared and the "harvester" crew and their modules can warp in. Even then, seems the base would have a Babylon 5 type "fighter support" unit/feel to it either way. What if the Bad Men return?
    Last bit, and I haven't figured out what motivates your rockin builds, but...is this base BYOB only? Module folks depend upon their modules designed for 99% efficiency/profit, I would think. Packing all their own food, fuel, O2, and whatever else fits no model I've heard of. Seems to me, any _commercial_ base supplying at least some of those things would be _the spot_ to park at. Not to mention a bar and a few other things. ;--)

    • @bklough
      @bklough 3 года назад +1

      I recently went warp crazy in your MCRN Pioneer, wound up in, I guess Legacy space, in a sector with a ton of things I want but everthing I've bumped into is just mean, bigger and tougher than I am, and _highly_ pissed-off that I'm there. So, I started thinking, "Space base!". Yeah, not sure that's gonna work out all that well... :-)

  • @oldfool21
    @oldfool21 3 года назад +1

    Why don't you release the "Butterfly" sv? That's a great looking ship you never released.

  • @Pugwash07
    @Pugwash07 3 года назад +1

    Hope the temp issues aren’t due to gpu card sag, so few cases can fit support brackets for long heavy cards

  • @lyken4
    @lyken4 3 года назад +2

    sad is tho that modules wont dock. because they are cv on a base

  • @TechTekOnline
    @TechTekOnline 3 года назад

    I would be more interested in building a space station if the game would allow you to dock a CV to it.

  • @shauniak
    @shauniak 3 года назад +1

    Just look up Kriel-Charon for the carrier

  • @DPtheOG
    @DPtheOG 3 года назад +1

    I have more ideas. Once upon a time, you made a landing base shaped specifically for the MCRN Tachi ( this thing, i.ytimg.com/vi/zxwLSsEGHlY/maxresdefault.jpg ), and I thought, this should have started a new trend but it didn't. Since now that modules is a trend started by you, what of specially shaped docking arms for the station--again modular see the below comment--which are specially designed to accommodate selected ships? Like the Tachi, which has a landing base already for a planet for which ship seems to make cameo appearances for grand projects. No?

  • @cn7718
    @cn7718 3 года назад +2

    👽✨ Why not dedicate some of your new human space station to a red light district ... i.e. strip club, brothel, poll dancing etc! They have been a part of human history going way back!

  • @seliasthemage
    @seliasthemage 3 года назад +1

    MX 4warned.