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dmitrynest

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  1. Ladders, platforms with railings, etc. - a set for the arrangement of the workshop. - Yes, in the game you can make a ladder using voxels. But remember the stairs from the "territory scanner", there it looks very good. Why not take the same model that can be placed separately along with the platforms? It would look great. Only you can repaint a little - make the floor gray metal, and the railings yellow. And don't forget about the "crossroads" option. - Wall ladder yellow (can be scaled in height). - Lamps. Yes, there are light voxels in the game, but they don't take root everywhere. Separate models of lamps would not hurt: Fluorescent lamp (such a long one, for the ceiling). Directional lamp (to illuminate the surface of the walls). - Elevators. Suitable for large buildings or ships. To use the elevator, you need several items: 1) Cab. There are 2 types - regular and cargo. Cargo can accommodate transport. There is a terminal inside the cockpit to navigate between floors. The number and height of floors can be adjusted in the terminal window. You can also name floors. A short press on the terminal allows you to quickly move to the selected floor. A long press on the terminal opens a window and allows you to configure the floors. * - Or, instead of the elevator car, make an "elevator core" on which your own car from voxels and the second object in the form of a terminal will be built. 2) Elevator shaft (steel supports or magnetic rails). The elevator car can only move inside the shaft (vertically or horizontally). 3) Elevator motor. It is always placed above the lift shaft, or at its end. Without a room with a motor (or magnetic generator), the elevator will not move. After installing the motor, a fiber is pulled to the elevator, which will hold it (or without fiber, if there are magnetic rails). - New surfaces: Metal mesh (in the form of an inclined cross). Lattice grid (in the form of a set of small squares). Corrugated metal surface. - Metal beam (support). Can be scaled in height. There is a thin version (1 voxel) and a thick version (5 voxels). Can also be tilted. Bolts and additional reinforcements are automatically drawn at the beginning and end of the structure. Beams will help a building that is slightly above the ground. They will also help to create supports for platforms.
  2. Perhaps tiring. But what's the argument? The player is initially given too advanced building tools. Yes, I understand that this is the future, that technologies are more highly developed. But if you look at the game, then this level of technology is in no way suitable for the 26th century. For the 110th century, maybe (if humanity populated the entire galaxy). Those. for the player it all becomes very easy, and thus he ceases to appreciate the complexity of construction (and not only construction, but also ore mining). Plus, he can also buy a drawing in the future, then he doesn't need to bother at all. And this seems to me a big minus, although I could be wrong.
  3. Idea. Gradual assembly of buildings, ships and more. - Now the game has 1 tool for assembling large structures - this is the Assembler. But! It's not really interesting. In Space Engineers, buildings can be assembled personally, manually, gradually building up structures and storing resources in a building under construction. I would also like to see the phased construction of the building (how is gradually changing the building model itself - from fittings to the finished structure). 1) This requires new tools: Basic building set (this is a case with a hammer, screwdrivers, etc.). When a character equips such a set in his hand, then he will take turns using a hammer, screwdrivers, etc. - to collect and dismantle the building. Later you will be able to get the "Advanced Building Kit" (also a case, but with a screwdriver, gas welder, etc.), faster. All this is beautifully animated - how the character knocks on the fittings with a hammer, twists nuts, welds. There is a special romance of construction in this. * - Voxel blocks should also be collected gradually. 2) Constructed buildings can be moved inside the base, but this is done now at the expense of "construction crane". What is a crane made of? There is a cockpit (special for a crane), or rather even 2, 1 open type simple, another industrial large, with a cabin. An arrow should be placed near the cockpit, along which the "cargo polyspat" will move. There is also an "auto-arrow", this is an arrow on wheels, such an arrow is installed inside another arrow. This way we can place in the workshop on the ceiling there are 3 booms, 2 load-bearing, 1 mobile with a chain hoist. And the polyspat can be moved to any part of the hall. But you will need to get used to operating the crane (not everything is so simple here). * - To move the building inside the base - you need to climb into the cabin of the construction crane. Or dismantle the building and reassemble it in a new location (if there is no crane). * - Is it possible to build the entire base as a whole (from the blueprint) using one construction crane? Yes. For this there is a "vertical boom" that holds the cockpit and other booms. The crane needs to be translated into a special construction mode, as well as change the chain hoist for an assembly module. Assembly the module will collect the base (but only in a limited area, so you will have to periodically move this module. The player will be helped by painting structures - in yellow, by analogy with repair mode, you will need to assemble structures to a value of 100 units, then move module). * - The construction crane can be fully automated using scripts. * - Is it possible to move the container from the base to the ship using a construction crane? Yes, if the ship has a free open space for installation (in this case, interaction occurs between 2 cores - curious). By the way, this is a very interesting idea for the future, mind you. * - Can 2 people use 1 construction crane at the same time? Yes, for this they both need to get into the cockpit. Well, the second player will not get into the cockpit anyway, but they will see 1 construction mode, i.e. a person who is far from the tap will see where the object will rise from the chain hoist - and then through audio or text it will be able to tell the crane operator - where shift the polyspat. Cooperation 3) Replace the Assembler with a Robotic Arm. Why is this? Imagine we have a conveyor belt we can place robotic arms on both sides of it, which will collect something. * - Each of these hands can be networked so that they build vehicles faster than 1 hand. There are 5 hand sizes with different ranges. Ready transport (ground or air) eventually leaves the conveyor on a special site, after which the ship remains just refuel and fly. Those. The assembler is replaced by hands and they can only create large parts or vehicles, but not buildings. Buildings are only made manually by the player, or a construction crane is used. * - When a robotic arm collects something, it is accompanied by colorful 3D animation, turns of hands, welding. * - Robotic arms take material for assembly from adjacent conveyor lines, which the player must "loop". - Over time, buildings (since they are used) slowly wear out, they will have to be repaired. Yes, such a concept may be difficult to implement, but then the game will become much more interesting, more fun. Then the corporations will have the profession of "installer", "crane operator"
  4. I like. This idea has great potential. There is a good example from the game "No Man's Sky". There is a portable flora scanner. Aim at a tree, bush, animal, bird - it scans, discovers a new species and adds it to the encyclopedia. * - A second option will be needed for underwater scanning (sonar). * - General planetary scanner. This is when the ship flies up to the orbit of the planet, and you can scan the planet as a whole, see the global deposits of resources (what ores are there and in what quantity, approximately), as well as what types of life there are. For this, there is a special large module installed on the ship, this module contains a dish antenna, as well as a trigger for the probe (the probe is fired at the planet and within 2-5 minutes sends data about it, as in the Mass effect). The planetary scanner must be installed on the ship. The antenna detects ores. The probe detects life forms. The module must be periodically filled with probes (like cartridges). * - Detector of celestial bodies. Allows you to detect a star system. To do this, you need to probe the black void of space, meter by meter, until a "signal" appears as in a conventional detector. After the discovery of a star system or a smaller celestial body, they are entered into their own map. * - Of course, the space map in the game must be made dynamic, active. Now it is just a static picture.
  5. Interesting. Yes, this can be implemented using a system of "micro-modules" which I previously wrote about here: https://board.dualthegame.com/index.php?/topic/20544-idea-body-equipment-system/&tab=comments#comment-141107 I thought about your idea. You can also implement it like this (as an example): Design department. What does it do? This building is like a laboratory. If you go into the window of the building, then you can get into the "ship" or building editor. In this editor you can assemble a ship or a building from different elements with the selected the level of technology. Like this? Let's say you have a Level 1 Space Engine and a Level 40 Fuel Tank. You are assembling a cargo shuttle. Or you need to quickly convert it into a high-speed ship, then take off the engines and change them to level 120 engines, but then the crowd in the tank will end very quickly. After that, save the drawing of the ship and press the button on "drawing the structure". The design office for a certain time (not instantly) will create blueprint from the selected ship. * - The speed of drawing creation is affected by the size of the structure, the number of elements in it and their complexity. * - The Design Bureau takes research points from the Laboratory. Those. the higher you have a developed laboratory complex, the faster you will create drawings of ships and buildings. But while a ship is being developed - a laboratory or it cannot work at all, or it works very weakly. * - Thus, in the ship, you can focus on something to the detriment of another. * - And it would be good if such an editor was available offline so that you can first look at the characteristics of the ship - without building it.
  6. Idea "Laboratory". - Laboratory. 1) It explores various technologies for the player. 2) Initially, all buildings are inaccessible for construction, they need to be studied in the laboratory. The extraction of all types of resources is also initially unavailable, but as research progresses, they will open. 3) Vertical research tree is used, but everything is broken into sections. 4) To carry out the research, resources are needed (materials, items, currency). 5) The laboratory is initially in the player's inventory, but only portable (small). 6) Over time, the player will gain access to a more advanced laboratory (option MK2, MK3), because the research will become too long, their will need to be accelerated. 7) The player will be able to buy technologies in the market to speed up their research. The player will also be able to share his "blueprints" of technologies with other players (transfer in person or put on the market). ? Each research will have many levels of development (from 1 to 999). 9) Materials, items, ships and buildings can be upgraded after research to make them more effective. Moreover, the bonus for improving characteristics can be multiple (not 20-30%). 10) The MK1 laboratory is like a mobile microwave, where objects for study. 11) The simplest technologies are learned in a matter of seconds. 12) The corporation can study special technologies that the player will not have in solo. 13) The factory can be connected to the laboratory MK2 and MK3 to deliver resources for learning. 14) The player's special skills can speed up the action of his laboratory. If the laboratory belongs to several players, then it will work even faster. 15) Improved items, buildings, etc. are referred to as TECH-1,2,3, etc. 16) After studying the technology of the 1st level - its meaning is read out by the built-in voice assistant. 17) Over time, industrial espionage will appear in the game so that you can was stealing technologies from other players or corporations (hacking skill). 18) The player will initially have several "civilian blueprints" technologies that allow you to do some basic actions (after learning). 19) The laboratory is also needed to study "anomalies" or "alien artifacts", which can then be introduced into the game. 20) Laboratories MK 2 and 3 are completely static, i.e. they cannot be used for research - if they are in the inventory. Only if they are installed on a private territory can they function. 21) Only one type of research can be carried out in each laboratory. 22) One player cannot use more than 2 laboratories at the same time. The second laboratory becomes available only after learning a special skill. 23) A player can study one technology in several laboratories at once, but only if he is a scientific director in a corporation. In this case, up to 10 laboratories are available to him.
  7. Ideas: Now the developers are probably doing this. it was announced Improving the appearance of the planets. But I'll write my own, maybe they'll take something on note in addition to the forthcoming. - If the deposit is on the surface, then it looks visually more beautiful (like in the game Satisfactory, look), and the surface deposit (vein) is much more massive, bulging in height. - Weather: Rains, thunderstorms, fog, sandstorm, snowfall, hurricane. * - Lightning can damage a structure or ship, but lightning strikes only the most tall object on the ground. To avoid being struck by lightning, the player must put a lightning rod on a building and a ship. * - The hurricane can knock the character to the side, as well as interfere with the movement of the ship, but it all depends on the strength of the hurricane. If the hurricane is weak and the ship is heavy, then move the ship will not be affected by the hurricane. If the hurricane is very weak, then it will not knock the character to the side, but will only slow down its movement. * - After rain, a rainbow appears, but not always. - Natural caves with stalactites (rare). Crystals can be found in caves (rare gems). The caves provide shelter from hurricanes and thunderstorms. - Rivers, waterfalls, swamps. * - The river carries the character to the side a little. * - The swamp slows down and drags down. There is an analogue of a swamp - quicksand, but you can survive in quicksand - if you fall to the bottom, then you can get into a cave. In the swamp you cannot survive if there is no powerful jetpack. - On the moon while the character is moving - dust rises on the surface. * - Sandstorm, snowfall, rain and fog will reduce visibility. * - There is also "Black Rain", it is radioactive rain. But he has not yet entered the game, but will be introduced with the advent of nuclear power plants (if such are abandoned - next to them it will rain several kilometers around). This kind of rain damages the character's costume. Is it possible to clean the ocean underground? It's just not entirely realistic. An alternative is to make groundwater (local underground rivers). And such water dynamic, i.e. if you make a hole in the tunnel, then water will flow through it and will begin to decrease. Physics of water. - Water is able to penetrate the soil that is under it (even if no hole). But there is a special layer of soil through which it cannot flow water (we are not talking about holes). - Rain takes water from the ocean, sea and replenishes lakes, rivers, underground rivers (becoming dynamic water). When the river flows into the sea, dynamic water becomes static and replenishes the total volume of the sea. Perhaps this will help solve the problem. giant calculations for water (if all the water on the planet was calculated as dynamic). - Algae under water. There are jugs over the water. There is a reed near the water. - A layer of tectonic plate (located deep under the planet), it can be dug, but it takes a very long time (as long as tier 5 or even more). - There is a layer of lava under the tectonic plate. And under the lava the core of the planet made of metal, it can also be dug, but this is not yet available. * - If the character touches the lava, he dies. * - Near the tectonic plate - the soil becomes hot (steam is coming). * - Lava cannot be mined with a tool. But later there will be a special technique for this. Chilled lava can turn into any ore (thrown bone effect). - Volcanoes with lava (but this is very rare). Volcanoes can be dormant and active. * - Active volcanoes smoke a lot and can create black clouds around them, under black clouds rain from the ashes. - All textures of sandy sand, green grassy surface - improved. Same improved all ore textures. Improved models, increased detail. - If the ship is flying at high speed in the atmosphere, then a funnel of fire appears in front of it (due to friction). If the ship uses atmospheric engines in the atmosphere, then a long trail (spent fuel) is left behind.
  8. Another idea could partially solve this problem: https://board.dualthegame.com/index.php?/topic/20569-upgrade-expansion-of-factory-buildings/ When the building has its own buffer storage. Alternatively, you can simply make 1 connection to the production building, and then the produced products will be returned to one container. With ribbons it would take 2 joins, but without a second container (just loop the line).
  9. If the ore lies on the surface itself (there is no need to go underground), then the detector's action can be increased to 100-300 meters (open space does not extinguish the signal). Compromise solution. If you need just long-range detection underground, then detectors that can be installed on ships (but such have not yet been introduced) will only help here. The dynamic mapping of the discovered ore to the map will make life easier. The map will not show the depth, but only the point where the ore occurs - based on scanner operation.
  10. Regeneration is an interesting solution, but very far from realism. There is an alternative: 1) Recycling of finished items. Those. the player can disassemble the finished item into smaller components - down to the ore. Thus comes a huge saving of resources for the future. But there must be some loss of resources during disassembly. And you need a special building for this - "Recycler" or "Disassembler". 2) Extraction of ore from sand. The sand itself also contains substances - silicon, iron, etc. - but in smaller quantities. Those. you can even not look for veins, but extract pure sand, then sift it - we will get different resources. 3) "Quark synthesizer". What is he doing? He can transform one substance into any other. But it doesn't have to be cheap, it's a super building.
  11. By the way, about free space. Here's a secret. A competent player will hide all the tapes in the basement and take the goods through the elevators, next to the necessary buildings. Then the main space will be practically untouched. That's the beauty of it - when you think over the placement of connections
  12. Idea: Upgrade \ expansion of factory buildings. - Buildings now have an "extension" function. Those. can be attached to the building a block that will improve its efficiency or provide new functions. 1) Production accelerator. 2) Own buffer mini-warehouse. 3) Platform for a transport drone. 4) Own substation. 5) Programming unit (mountable tablet). 6) Upper sign for displaying information. 7) Shield generator. * - On special highlighted points of the building - can be installed outbuildings. * - A building can have several outbuildings of the same type. * - You can configure installed extensions in additional sections or tabs of the building window (which will appear after installation). * - Thus, you can make the workshop more efficient, practically with the same placement area. * - Until electricity is introduced, there are no drones, etc., then you can while confine ourselves to points 1, 2, 5, 6. * - This also applies to containers, but they only have items 5 and 6 available. * - The signboard can be configured without the Lua language, in it you can choose which building parameters will be displayed (you can display several parameters at the same time). This is for those who do not want to study Lua. The displayed parameters can also contain the name of the building, which can be edited (so that later it is easier to understand which production chain is in front of the player in front of his eyes). The sign can also work in programming mode, for this, an extension from point 5 is used.
  13. Idea: Improved layout for building placement. A mirrored building. - When placing buildings next to each other, you need a special yellow stripe that will appear at the moment when buildings are on the same line. - Up to 3 marking planes (2 horizontal and 1 vertical). From where is the second horizontal line taken? If there is another one next to the building a building that is exactly on the same line, but in a different plane, then the band also appears. - It is inconvenient to place buildings on one line without markings (you have to do everything "by eye"). - Building mirroring with M key (for placement aesthetics). - Perhaps now there are already such tools (but either I don't know about them, or they are too clever). You need it easier.
  14. Idea. Body equipment system. - Idea spied from World of Warcraft. - An additional window with a character model appears in the inventory window. This model can be rotated. - There are slots on the character model: for boots, for a torso, for a belt, for a back, for a head, for shoulders, for wrists, for a palm. - The helmet can be removed, but then the character's face editor is needed (by the way, it is very lacking in the game, because all characters are of the same type, differ - maximum in colors). - 2 types of HUD display interface: through the faceplate of the helmet, through a portable tablet on your wrist. Second type: It's like in "star citizen" - when the menu is displayed not through the HUD, but on the monitor next to the character, and the character presses with his hand - where the arrow was pointed on the screen. Initially, the character has a tablet worn on the wrist. If the player wants to fly into outer space or needs a more comfortable interface, the player can buy a helmet in the store, or make it himself. By the way, instead of a helmet too wearable augmented reality glasses (a futuristic analogue of Google glass) can do the most. - Different types of equipment are responsible for different functions in the character. For example: 1) The belt is needed to carry the tools. The most basic belt that is available to a character from the start of the game is This is a belt for 2-3 tool slots. Those. a menu that initially contains up to 9 tools - shortened to 2-3. Later, the player will be able to purchase a more expensive and advanced belt that will help to use 9 tools. 2) Boots. Some of them will give an increase in running speed, others will help to "be attracted to the metal floor "(necessary in zero gravity conditions), still others will help you fly longer (hello Iron Man). 3) Backpack. Initially, the player does not have access to Nanopack, but only a regular backpack with a capacity of 10-20 liters. Then the player will be able to purchase more expensive models of 30-60 liters. Nanopack only at the very end. Yes, this will greatly complicate life, but the player has a personal transport with a container. 4) Gloves. It is convenient to insert various micro-modules into gloves (flashlight, scanner, etc.), but more on that below. 5) Shoulders. Help with protection, just as convenient for installing larger scanners, instruments, mini drone or same laser cannon (hello Predator). 6) Torso. Overalls are usually worn on the torso. The jumpsuit gives its basic inventory (besides the backpack), but much more modest because of the pockets (no more than 5 liters capacity). The jumpsuit is also the most important. part of protecting the character. * - Equipped items do not take up inventory space. * - Ordinary backpacks cannot carry a large mass inside themselves (more than 300 kg), otherwise they will tear. * - Without a jumpsuit with a built-in exoskeleton - the player cannot carry a weight that is greater than his base 2 times. The closer the weight is to the maximum, the more slowly the player moves. * - Initially, the player has a simple factory jumpsuit with zero defense and cannot fly because it doesn't have micro motors. Micro modules for items of equipment. What is a micro module? This is a device that can be inserted into an item of equipment. For example: You can insert the micro flashlight module into a glove or into a helmet or shoulder pad. In order not to walk with a "scanner pistol" - you can install the scanner inside the glove, but in this if its characteristics will be much weaker, but space saving (if there is not enough on the belt). If the backpack does not have 2 micro engine modules installed, then the jetpack functions cannot be used. If you add more motors to gloves and boots, then you can fly even longer. Also, for example, you can insert a flashlight into the ore scanner, or a detector (to get 2 in one). Those. options to use the same thing - there can be many, thanks to micro-modules. The better the item (MK1, MK2) - the more slots it has for micro-modules. - Micro modules are installed in an interface similar to the one implemented in No Man's Sky, those. objects can be viewed, rotated. Imagine you made a combat pistol or rifle. You can install micro-modules in them an optical sight, or a laser sight, a silencer, a larger clip, etc. Or you can install a magnetic plate and a motor in your boots at the same time. Augmentation: Similarly with micro-modules, various devices can be installed in the body itself. Implants (to speed up the learning of various skills, etc., like in EVE online), but in addition, you can install: 1) Nanites. Increases strength, speed, regeneration. 2) Carbon skeleton hardener (special plates that are inserted into the bones and strengthen them). Or some kind of metal skeleton. 3) DNA modifier, improves various characteristics. 4) Cyborg's arm or leg. * - All of the listed items of equipment have their own durability, which is spent under certain conditions. They need to be repaired in a special building. * - You can also create a "set of equipment" to quickly put on certain things. There are many such sets you can make.
  15. But not EVE online and not Space engineers ? Moreover, where did you see Factorio specifically in this idea? In principle, I talked about the overview of the territory using the camera and the assignment of various rights for buildings, plus the display of summary information on the territory. DU is not an RTS to deal with the global construction and management of units, although it is possible that they will do this in the future, but not a fact. Here the idea is taken from No Man's Sky.
  16. I agree. There should be analogs of hand tools (but in greater size and efficiency) that can be installed on ships or buildings. Moreover, with different sizes - XS, S, M, etc. As for resource extraction, this is definitely a rig with a drill (requires a low skill level) and a laser (requires a high skill level). As in EVE online, mining from asteroids. AND! And most importantly, the balance that the developers talked about is not upset. You can do this - surface drilling rigs can only reach resources that lie at a depth of no more than a kilometer, and these are usually low quality resources (tier 1, etc.). This is where surface drilling rigs can be automated. But! Any loot in space can only be manual. Then the balance will be maintained.
  17. Overview of personal territory. Hello! I would like to suggest the following idea: This is an improvement to the building, which gives the right to personal territory. 1) If you enter a building, the camera will quickly move high into the sky and look from a high point exactly at the center of the player's territory. This camera can be moved in different directions, in free flight, to quickly inspect your territory. 2) The overview contains a list of all structures that are on the territory, if you select a structure, the camera will highlight it, if you double-click - the camera moves to the structure. 3) In the overview, you can also quickly set the use rights for structures. Allow or prohibit the extraction of resources for other players. 4) In the overview, you can also see the total amount of resources that are available for mining (if there is a scanning installation), and the total number of resources in containers. 5) Research. Similar to the mechanics from No Man's Sky. those. the player has access to a research tree to develop his territory. Therefore, all buildings, structures - you need to research because there is a lock on them. Research can be carried out in the window of the building giving the right to the territory, or it is better to make a separate building for this in the form of a laboratory. All researched technologies remain, even after the building is removed. I think it won't be so difficult to implement everything except point 5. Thank you!
  18. Exactly. For example, an assembler has robotic hands that assemble and weld an object. There is smoke and hot metal in the oven.
  19. Another plus: the Factory will come to life. You will see how the goods move along the belts. Instead of the fact that now the building just smokes. More life))
  20. The tool is good and easy to use. But this makes the game too simple and unrealistic. It would be fine if drones delivered goods from one production building to another, but even they are not. Is there a teleport in every building? Too cool to start, too. Therefore, belts are needed between buildings. When the player develops quite high, then he then already gets access to teleport connectors for buildings. And the game is already Dual EVE Universe So why not take the best from yet another game?
  21. There are not enough industrial belts (conveyor belt). - There is a game Satisfactory, Factorio. Please look at the ideas from these games. 1) Conveyor belt (it can be in the form of a block so that it can be expanded in width). 2) Rack for multiple conveyor belts. 3) Conveyor belt splitter (splits 1 belt into 3). 4) Conveyor belt connector (connects 3 belts in 1). 5) Pipe (allows you to transport liquids). 6) Elevator for conveyor belt (vertical lift). 7) Various options for conveyor belts (MK1, MK2, MK3). The higher, the faster they work. ? Improvement of models and mechanics of buildings (each building now has a port to enter and a port to exit - for connecting a conveyor belt). * - This is really not enough, earlier on the forum other players also asked for this. We will be very grateful if you do this.
  22. Improved skill system. 1) Now not 5 skill levels, but at least 300. 2) A specific range of skill levels achieved gives the player a mastery status in the skill. Let's say: Newbie. Lover. Master. Professional, etc. 3) 1 skill level cannot be fully learned without practical application. Those. you need not only a theory that can learn automatically, but manual use is also required. For example the Athletics skill. Automatic learning (theory, books) can give at most 50% experience for a level. The remaining 50% is reached exclusively during a run. There is no such system anywhere else! You could be a pioneer (developer). 4) The higher the skill level, the more the theory needs to be studied, the more experience it gives in relation to practice. 5) System "Spectrum" in levels. A certain range of levels is colored in a certain color. The beginner is red or brown. The lover is yellow. The master is green. The professional is blue. Grand Master - purple, etc. Those. the principle is taken according to the frequency of the wave of light, the higher the frequency, the higher the level. 6) A certain item requires a certain level of proficiency in the skill, otherwise the item cannot be used. 7) The player can manually prescribe to what level to learn the skill. Level 70 or 88, etc. ? The current experience accumulated by the players is saved. 9) You can only invest the accumulated experience points in "theory". 10) Each skill can be further improved using the skill tree (analogous to the tree from Skyrim). For this, special points of a specific skill are used, which are accumulated while learning it. 11) Such a system fits perfectly into the concept of gradually expanding the arsenal of items - https://board.dualthegame.com/index.php?/topic/20012-new-set-of-tools-and-buildings/
  23. New tools and buildings: Portable Digger Chisel (a miniature knife-like tool with a chisel at the end to bite into the ore). Initially present in the inventory. Requires "Mining Level 1" skill. Pickaxe (allows you to dig more ore than a digging chisel). Requires "Mining Level 2" skill. Drill / hammer drill (much more efficient than a pickaxe, but requires electricity). Requires the skill "Mining Level 3". Automatic portable drill (it itself extracts ore under itself, but the depth of mining is small. You can add a module for automatically throwing ore out into a certain place. Has its own power source). Requires the "Mining Level 4" skill. An automatic ore drone (unlike a portable drill, it goes to the ore itself, extracts it and transports it to the specified place). It can be a companion for the player, or for his equipment (ship for example). Requires the "Mining Level 4" skill. Laser Ore Portable Splitter (a large cannon with a laser that splits ore at a distance. Placing different crystals allows you to mine a specific ore much more efficiently) Requires the skill "Mining Level 5". Quantum Portable Ore Splitter (breaks down ore in a dedicated area without the use of beams or mechanical impact. The most advanced tool in the game). Requires the skill "Mining Level 5". Ax (allows you to chop down trees and bushes, obtaining a resource - Wood). Requires the skill "Wood extraction 1 level). Chainsaw (cuts wood faster than an ax). Requires the skill "Wood extraction 2 level). Shovel (allows you to dig the ground, used before the digging pistol appears). You can dig in 2 modes. 1 manual - you scoop up the earth, manually unfold the shovel, press the button and the shovel brings the earth into a bucket or to the surface. 2 automatic by pressing the mouse wheel - the character digs the ground without stopping, without participation of the player, if there is a bucket nearby, then pours earth into it. Bucket (you can pour earth from a shovel into a bucket, or pour water from a lake or sea, and then drain or throw it out to a specific place. inventory is obtained). Sieve (with the help of an additional bucket of water, you can get ore even from ordinary sand, but in very small quantities). Binoculars (allows you to view distant objects). Fishing rod (allows you to fish in water bodies). Added the Fishing skill, which is not pumped automatically while fishing is in progress. Bait (bait - i.e. a worm or beetle can be found in an excavated block of earth). You cannot fish without bait. Basic set of tools (case with a hammer, a set of screwdrivers, etc.) Electrician's toolbox (case with pliers, blowtorch, etc.) Plumber's tool kit (gas wrench, wrench, gaskets, etc.) Workbench (can be made from a set of items): Vice. Tool box (1 box holds 1 set of tools, but you can also put tools on the wall or the table itself). Wall-mounted tool holder (available later) Portable oven with heating element (available later). Metal sheets and pipes (from which the base of the table is made). - What is the workbench for? He helps craft items by hand. Items are crafted faster than if the player crafted them while running somewhere, but not as fast as in a factory. - The workbench is convenient, you can carry it with you and quickly create what you need anywhere in the world. - The workbench does not work without a set of tools installed. Depending on the thing being created, you need a certain set of tools or several sets of tools. - The workbench is what the player needs before creating the factory. - The workbench can be improved (there is a vice MK2, boxes MK2 with the best characteristics). - It is possible to build a Workbench of any shape using micro-voxels and save as a blueprint. - Vise MK2 is supplied with an engineering cloth for the table (for marking), as well as small tools that are installed on the table. - MK2 boxes are 2 times more in height and depth and allow not only to place tools inside themselves, but also other items (this is a kind of warehouse). - The stove is necessary for making ingots from ore, etc. The workbench can be used without the stove, but then the set of recipes will be smaller. - The workbench can be connected to the mains. - The basic set of tools can be equipped in a hand (then the hand will hold a hammer and change it from time to time to a screwdriver). To build something - now you need to use this set of tools. There will be animation - hammering, tightening with a screwdriver. To disassemble the structure - these tools are also used. Later the set is replaced with a "pistol", which is now in the game, faster and more versatile. Or for an intermediate set where gas welding is used. - The construction of a building or unit now occurs gradually with the appearance of structures and their gradual closure at the animation level (as in Space Engineers), so it's more interesting. New buildings for the factory: - Conveyor belt (physical, not in the form of arrows - as it is now). - Conveyor elevator (vertical belt). - Conveyor connector (connects 3 belts into one). - Conveyor splitter (splits 1 belt into 3). - Rack for installing conveyors (allows you to install 2 conveyors. You can put one rack on top of another). - The conveyor belt and the elevator can be improved (different levels of MK), this increases their throughput. - The conveyor belt, like the elevator, requires power supply. - When objects pass through a conveyor belt or an elevator, it is visible visually. - The conveyor system has worked well in Satisfactory and Factoryo games. - Clay oven (made of clay and stone - from scrap materials in nature), allows you to smelt ore without using the Workbench. The ore turns out to be rough, dirty, but still more expensive than ordinary ore. The stove requires a new item - a lighter, or "Fire", as well as a new resource "Wood". The furnace creates the "Coal" resource during operation. Coal can be thrown into the inventory of the stove, then the stove will work longer. - You can make a fire in the forest using Wood and Flame / Lighter. Sit with friends in the evening over the fire and make plans, dream - The resource in front of the player is now displayed not only as a name, but to the left of name is also an icon of a chemical element inside a sphere (periodic table). The icon is colored. P.S. - Why all this? Argument - too cool tools are initially available to the player. This is the "divine level". It can be assumed that when people escaped from Earth, they did not have enough resources to give each colonist such advanced tools. Better to start with simpler and more affordable ones that can be easily manufactured. Moreover, the Earth was depleted in terms of resources - when they began to build the ship. This is logical.
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