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SimonVolcanov

Alpha Tester
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Posts posted by SimonVolcanov

  1. While wiring up a huge ship might create many jobs for engineers (or rather electricians at that point), it also makes ships insanely more vulnerable. Because now you don't only have to protect your modules, but also every inch of wiring and fuel tubes to keep this shit running. Plus wire repairs on the run might be a bit complicated... I dunno, I'm split on this.

  2. Alright, yeah, 6 zones. The shield as a "second skin" would be actually good, as I see it. And ya can still put my original zone idea on it. 4 equally split along the long side, 2 on the short sides. If it's not zoned, a basic energy-based shield system (you hit it anywhere, shield energy goes down) could be implemented temporarily until a better solution is found.

  3. 2 hours ago, Mazillus said:

    I'd say that reverse engineering a ship shouldn't be possible. ie breaking the ship down piece by piece. 

     

    For example sections of the ship could be edit protected like the hull for example. Where the interior of the ship wouldn't be edit protected allowing owners of the ship to modify interior spaces.

     

    It would be as simple as selecting 'edit protect' on the brush while you are building your original ship blueprint.

     

    Problem I see with this is that stealing wouldn't be viable anymore. You have a superior concept of a ship? All the more reason to protect it. 

    2 hours ago, Mazillus said:

    Ships could also emit a unique randomly generated and locked signature (HMS Thunder Child-XFDW-1-34)- allowing you to quickly find out which ships are original and not copies. 

     

    (name-randomly generated-copy/master-buildnumber)

     

    Not sure where I'm going with the unique signature but basically it would work a bit like a serial code which would tell you the name of the blueprint/ship when it was built, date and time, which number it is in the production line etc.

     

    Would be cool owning an original first production of a ship. Museums would end up being built. 

    This on the other hand would be cool. These two ideas don't necessarily exclude each other.

  4. 4 hours ago, NQ-Nyzaltar said:

    Why such teleportation feature might appear? To tackle the issue that, at some point, a new player entering the game and wanting to join his friends that have settled their base in a solar system far from the starting point (area around the Arkship) would need to have a way to meet them right from the start without any problem or difficulty.

     

     

    Well, I'd say they'd have to either send someone to pick them up or transfer them creds for a taxi. Otherwise people who want to transport players over longer distances would be out of a job... it's the "convenience of some over the job-diversity of many" problem again... 

  5. You also gotta consider that the easiest solution might not be what fits the DU narrative. Sure, not having teleportation in a huge base or city might be a pain, but allows for more creative solutions, like "trains" (basically a hovercraft in a tube). And things taking actual time makes you appreciate them more, which is why I think teleportation might not be the best solution for DU.

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