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About SiLeNCeD

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    Games, 3d Modeling & Printing, Sci-Fi, Application Architecture, Software Testing
  1. I like this... sort of reminds me of that gravity grenade in Guardians of the Galaxy. To add some balance, I'd recommend adding: Distance interference (only 1 device per SIZExN) - You can still cover a fair area, but this reduces how many of those have to be tracked on by the system. If set to close, you will get a warning that there is another device causing interference. Active for X minutes/seconds - Reduce the time of the device and it's gravity well effect once it's activated by an incoming ship. This one device impacts the actual physics of how ships fly and leaving it on for extended periods of times means the system will have to compensate all over the system to impact ships with that change, which could be heavy. Power core - Run for X hours on full core charge. This ensures the plot to attack is centralized to a smaller period of time instead of these being left all over space, randomly disabling ships when the provoker has decided to do other things. Power core instability - Once the power core has drained fully, it will become unstable. After 1 day, it will explode and destroy the gravity well device. If the owner of the device gets to it before then, they have the ability to repair it, charge/replace the core and reset it back to active. For fun, I'd add the following effect: When a ship passes to closely to this device while in warp... Their ship will jolt toward the direction of the device Their ship will drastically lose speed and begin spinning out of control toward the device (not enough to sicken anyone... just a spin at an angle that they'll have to focus on to correct). The larger the ship, the less spin and pull (but still pulls them out of warp). Warp engines take a 10% hit on hit-points due to the failure to follow proper shutdown procedures Ships warping together have a small chance of colliding into each other when they are affected by these devices. Large ships are not as affected by this, but could be berated by colliding smaller ships if they're in between them and the device. Those are just random suggestions... but I think your idea is pretty decent and fits the different types of professions DU wants to support.
  2. First off, Great start to a game! I did add something like this suggestion to https://upvote.dualuniverse.game/, but couldn't find it. Figured I'd share here and not seeing quite the same suggestion, so I hope this one is worthy. I would like to see the ability to attach special dynamic movable elements that allow functional movement of elements and/or voxel 'parts'/'groups'. Things like a hinge, pistons, rotators... stuff like that. One example would be a dynamic 'Hinge' element that allows attaching 2 elements and/or voxel "parts" (a group of voxels considered as an 'object' - after a selection is copied and pasted, which defines 'grouping'). Elements are easy to consider an 'object' as they are. Individual voxels must be moved to the movable hinge element and separated from the rest of the construct so it can define a grouping of those voxels that will allow movement (think of it as creating a sub-group of voxels in order to define a piece that can be manipulated using movement). Dev note: This can likely be set using the copy and paste feature (I copy a selection at a certain point and when I add the 'movable' object (and it is voxels), I use paste so that it treats it as a sub-object of the entire construct) Workflow (Door using hinge): User buys a Movable Hinge element User attaches the hinge to an opening in their base (the base acts as the 'locked' object) User attaches a wall piece to the unlocked side of the hinge By default, the hinge element will think the 'wall piece' can swing from start of the 'locked' hinge side all the way around to the other side - 360 degrees) User then sets the movable side of the hinge to have a 'max open' at 45 degrees from the 'locked' side of the hinge A controller can be added to use the default 'open' and 'close' functions (users could set individual stopping points as well to give it extra position options that the control could pin-point and/or cycle through). User steps back and now has very new options to how they open the entry-way of their base, the ground, a garage, etc. General Examples: The first thing I thought of when this popped in my head was making an x-wing fighter. Unfortunately, I didn't proceed because I love the functionality of the actual x-wing, which are wings that will separate after you've taken off. The hinge element I described would actually be perfect for that... attached a second wing directly above another using the hinge, set the angel to like 15 degrees (you can flip and repeat to do the same thing to the other wing if you want them to open away from each other) and attach a controller that would open the wings together. The door I mentioned in the above workflow. It also opens up some other opportunity about creating very flashy entrances with interesting moving mechanisms (build whatever size Tardis you want and throw on some swing doors). Note: It may be worth while to define a 'max amount of moving elements' a person can have within a single construct. Imagine you're flying in and you are within range of a remote door at your base. You click a button and the ground separates open (using sliding door elements or possibly the hinge element), then a landing platform raises up (using piston(s)). You land, hit the button again, the landing pad lowers you into your personal hide-away and the doors above close once you're clear. Very batman-esc lol... but actually a nice plan for "pirate stashes" and Note: The movable elements could probably support the different sizes like cores, but they should also support a max weight. That gives DU more control over what the user is trying to add to the element (ex: Max weight stops user from attaching a building to another building since that would distract from the reality of the game and doesn't line up with physics in general) (Added on 1/14) Gun force - You see a ship coming in. Looks like it's just a freighter. As it gets closer, hatches open on the sides of the ship (sliding doors or voxel doors - flip with hinge or slide open using pistons), guns slide out (pistons) and you realize it's a pirate/bounty hunter. Note: On a fun note, you could have a "camper" ship (think "Space balls")... you bring it to an event for display. When you arrive, you hit a couple of control boxes and your camper ship extends out "for show" rooms with fun and interesting decor. Additionally... I believe this can actually set a 'foundational' framework for "attachable constructs" where you can link one construct to another and it will move together (this one is pretty straight forward, but a really clear example would be something like a train where I have my dynamic construct at the front pulling smaller dynamic constructs). A funner example would be the Enterprise D... where I build the saucer section separate from the body. In that case, attachment allows control to be ran in different sections, but to move the 2 constructs as 1... then depending on the situation, allowing from my "Number 1" to take the helm and split off for tactical or escape advantage. It could also be a desperate move to save half your ship (perfect movie moment). I've attached a draft of the hinge (more of a side view just to keep it simple). What are your thoughts?
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