Ray-particle and FP mechanic suggestions

  • Schicko
    29th Jul 2016 Member 2 Permalink

    So I made some game suggestions about four months ago and also some FP mechanic suggestions a while back that some people thought might be useful but seems to have been forgotten. Since the game is being updated recently and Simon is also more active lately, I thought I'd repost them again:

     

    http://tpt.io/.292072 - Please make the life of cray be copied to the particles it makes. Would be useful if we want to make a powered material from afar and have it start either turned on or off by changing the life of the cray that made it to 10 or 0 respectively.

     

    http://tpt.io/.292098 - Cray/inwr pairs skip spaces if there are already particles in the way (like how cray/inst pairs work), which causes problems with cray (spark)/inwr transmitters as they usually spark conductors in the same row/column as the plane of the transmitter. But because sprk (anyconductor) isn't recognised as a conductor, it is skipped instead and the next conductor is sparked. Instead of this, please make it so that sprk is recognised as a conductor so that it isn't skipped so that cray/inwr pairs can be more heavily utilised in saves.

     

    http://tpt.io/.292106 - Please change the ray-particle interactions of one of the other conductors (tung, ttn, bmtl, metl or iron, etc.) to only horizontal/vertical or diagonal since they all pretty much do the same thing in terms of sprk conductivity and some are practically redundant anyways in that regard. The horizontal/vertical-only activation of dray with inwr is useful, so it might be good to have with aray and cray too.

     

    http://tpt.io/.269583 - (This one may already have been implemented) Please make it so that newer FP saves are more easily replaced if it doesn't get a certain amount of votes in a certain time period. That way, crappy FP saves don't stay on if unvoted for a bit as the initial vote would be considered a fluke (as most likely only one person liked but did so within a short time after the save was published) and the more likes an FP save has, the less likely it will be replaced.

     

    Also please implement a system of different tiers in the front page, with lower tier saves more easily fluctuating and higher tiers more stable, staying on longer and getting replaced only after a period of time dependent on the tier it is in such that saves have to get a certain amount of likes to advance tiers and if left unliked can drop off/be replaced, etc. This may improve the quality of saves on FP even more. It may also make downvotes redundant as saves being removed from FP would then be dependent on the amount of upvotes it gets within certain periods of time which would be a good thing as some people consider downvotes as "essentially saying "NO" to something and walking away. You're not evaluating anything. You're simply giving up on helping them fix it." (http://tpt.io/.269554)

     

    http://tpt.io/.291761 - Clicking on page numbers on save profiles whilst sorting by date (eg on https://powdertoy.co.uk/User/Saves.html?ID=38642&Sort=Date) doesn't append an &Sort=Date on the links so it reverts to sorting by votes. Please fix.

     

    Anyways, thanks for the continued development of the game and site devs. I can't believe that they're still alive and getting updates even after such a long time. I (and I'm sure many other members of the community) really appreciate the continued effort you guys put into it.

    Edited 2 times by Schicko. Last: 29th Jul 2016