Interstellar Rift

Interstellar Rift

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Preach_A Mar 4, 2018 @ 10:02am
Navigation or Where to place the rift generator...
Hi guys, I wonder if you can set a multiple course in the rift generator and initiate rifts from your pilot seat. Right now exploring different systems is very awkward and doesnt feel right to me: walk to rift generator, set course to nearby system, initiate rift (refueling generator before), run to pilot seat, fly through the bubble, run back and so on...you get the idea...


To cut a long, inconvenient story short, it seems the only way to jump through different systems is to run around like mad, which also means the rift generator shoud be as near to your cockpit as possible for convenince... Am I missing something here, or is it really meant to be this way? Maybe the idea of multicrew is in the way here?
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Showing 1-6 of 6 comments
krawll Mar 4, 2018 @ 11:01am 
Everything in the game works this way. We have seperate terminals and devices to do seperate tasks rather than controling everything from the pilot seat.

So yes , in order to avoid having to walk too much around your ship , you should have all those terminals AND your rift generator on the Bridge of your ship , not too far from the pilot seat.

Nothing forces you to do it this way, it's your own ship , your own design and you have complete control over this .

If your ship is poorly desinged then you will certainly feel the effects of the poor design as you're playing the game . If your ship is well designed and optimized then you will turn your gameplay into a great experience .

This is what complete freedom and complete control looks like and this is what this game offers :-D
Last edited by krawll; Mar 4, 2018 @ 11:04am
Preach_A Mar 4, 2018 @ 1:48pm 
I know about designing my own ship, I have spent more than 200 hours in the ship editor so far.
I always crave for optimizing, but it seems to be difficult to find the balance between cool and convenient (play-wise) design.
Subquake Mar 4, 2018 @ 2:37pm 
It's always a struggle to make the designs look pretty from the outside as well as making them efficient from inside.

From what I gathered this game orients more towards cooperative play and multiple people manning large ships, since you don't have automatic turrets, access to map, rift generator and other devices on the ship while seating in the cockpit, such as salvaging unit. There is some options to automate things with chips, but some things can't be made autonomos and require manpower to operate.

Personally I don't mind a challenge manning a big ship all by myself, kind of reminds me the old science fiction movies, where you have to run around all of the ship and try to man it as if something happened to the crew and role playing a bit etc.

After playing for quite a bit with my decently sized refining ship I discovered many flaws in my design, storage solutions and how things could be made even more efficient, reducing time to walk from point A to point B based on demand of action etc, because sometimes sacrificing pretty looks from the outside is better game play wise than torturing yourself with good looks from the outside but a nightmare of logistics on the inside.

Making an efficient and good looking design is key to success in this game and everyone has to discover that by himself, because most of the workshop ships usually aren't very well optimized for gameplay and seem like they were made in the editor without field testing the ship designs that much and very few are actually good, usable and pretty to look at ships there.

In my opinion if you want to make a good ship, you can't think only about the interior or only about the exterior, but you have to think about both things at the same time as well as do some field testing, playing around with it in the game and feeling what needs to be changed etc.
Last edited by Subquake; Mar 4, 2018 @ 2:41pm
Johnno Mar 4, 2018 @ 9:25pm 
You're not missing something sim2000, that's how it's meant to be, right now. Proper "routing" (rather than just a mapped course) has been discussed, and the upcoming large cockpit has been mentioned to have rift map/generator access from one of the seats.

Personally I like the immersion of having to get out of the pilot's seat, as has been mention by others to "try and run the whole ship alone". I place my rift generators so that I can get back to the pilot's seat before the rift goes off, with a bit of power generation tweaking you can time it to give you more time if needed. You can run pretty far in 10 seconds.
N0ma13 Mar 7, 2018 @ 12:47pm 
I don't mind the extra few seconds to teleport to my rift room. Just build teles in every room and you can get around without much issue.
Game is meant for multiple people so 'do everything from one spot' isn't really a thing.
Immersion is as deep as your playstyle.
CHEATOS Mar 7, 2018 @ 4:51pm 
i tend to make my bridge the rift room or just off of it, either way its no longer then say 6 tiles from the cockpit. and depending on how you design things you can fit it nicely into your ship without having to worry about the exterior
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Date Posted: Mar 4, 2018 @ 10:02am
Posts: 6