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Syl

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  1. Syl

    Data Handtool

    With all of the information that needs to be managed, I think there's great opportunity to introduce something like a hand reader, or tool that manages and organizes the data. In a typical MMO or fantasy game you couldn't get away with this, but in DU I think it fits the theme. Such a handtool could initially manage things like distance from selected objects, altitude, compass direction (map features), gravity, and eventually be upgraded to manage velocity, thrust, (engineering reports), mass, lift, etc... It could also eventually, or potentially integrate mining tools, and provide a broader spectrum of information (direction of ore, size of ore, composition). Such a handtool could potentially interface with other things like, the territory scanner. It could also include chip upgrades, like enhanced performance in certain areas (mining, flight, voxelmancy), or provide variation on HUDs. I'd like to be able to select what data I see on my HUD/GUI. LUA would certainly add a level of customization to such a handtool. My suggestion is that such a tool be integrated into the storyline, as a sort of introductory quest (starter tutorial) where a new player has to retrieve their data tool, and that walks them through some initial data management, and basic tool usage.
  2. Just playing around with ideas but I think it would enhance the game to have interactive elements that "connect behaviors". For example, Ball Bearings, and Magnets (and yes I realize there's a prior post about magnets). I'm not suggesting elements that provide behavior for behaviorial sake, but perhaps a class of "mechanical" elements that provide different interactions in a similar way that buttons and switches provide, when paired up with different items of the same class. Positively charged magnets combined with negatively charged magnets for example, create a magnetic field. A positively charged magnet by itself is just attracted to certain types of ores and voxels (like Mag Boots to walk a deck in vacuum). Ball Bearings paired with Couplings to provide a range of motion/rotation (linear movement), Actuators that provide lift/movement. A gearbox, or just plain, simple gears and cogwheels (imagine centrifugal force space stations). A pulley assembly (loading docs, space elevators) Such items I think would greatly enhance the build of gameplay, and really open up the power of voxelmancy in what's already a pretty cool implementation.
  3. discordauth:oEkBVBzszz42joWJYrCscCtCBt32mPwmVBeVlDJJY0c=

  4. discordauth:oEkBVBzszz42joWJYrCscCtCBt32mPwmVBeVlDJJY0c=

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