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SgtToothpaste

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  1. This thread really blew up! I love where the conversation is going, lots of very good ideas..
  2. @ CaptainTwerkmotor My god, that font and color are obnoxious mate, come on. ​You mentioned in your first post that a ship's heat signature could not be completely removed in the "absolute zero" of space. Someone else already jumped on that second bit so I won't, but on the topic of heat signature manipulation I think you missed the point. This is one of the things that would make stealth more of an engineering art form than a simple upgrade, you could design your ship to control where it's heat signature is visible from. For example, coat your hull with some kind of stealth composite tha
  3. It is implausible, but there is another issue: what would you do with all the space the structure provides? At some point you just don't need any more rooms or pieces of a certain kind of machinery. There just wouldn't be any point in having a structure that large, from a logistical standpoint..
  4. The way I envisioned it, ODY would only reverse-engineer tech salvaged from wrecks or captured ships in war time, to get an edge on whoever we are fighting. Simply buying a hull and picking it apart is completely different in my opinion. I added the reverse engineering section (sorry Code lol) because I realized it would be a vital part of an organized war effort. In war time, whatever restrictions that prevent reverse-engineering of the slimy, economic-trickery kind will hopefully be lifted to allow reverse-engineering of the tactical kind.
  5. These are all very good points. I always imagined, as Code pointed out, contracts for ships being handled by the Indi branch of the corp. However you have to remember O.D.Y. Is a military state as much as it is a shipyard. I envision the success of the Corporate Fleet doing more to advertise our designs and engineering than any ad campaign. This conversation gives me an idea.. Imagine a small sector of strategically unimportant Corporate space designated entirely as a showroom. A large, platform-like station could be built for the sole purpose of showing off open-market hulls. The spac
  6. Website Organization: Military Corporation. Objective Driveyards is a leading security and industrial corporation-state providing innovative spacecraft, solutions in autonomous systems, command, surveillance, strike, and logistics to government and private customers on Alioth and beyond. We hold ourselves to a high standard of quality, both in the products we deliver and in the way we conduct ourselves from fleet operations to customer service. We are in the business of securing a great deal more than just our place in the market, we are here to secure our customers future in Dual
  7. Well using them as a resource sounds pretty RTS to me. In the lore you ARE one of those thousands of colonists. Arbitrarily having command over them seems just that to me: arbitrary. A safe zone for new players starting out is obviously needed, what I am opposed to is each player having their OWN, private safe zone.
  8. When I used "active stealth" in my original post I meant tech meant to counter active detection, not necessarily being an active system itself. I think we might be using the term differently, sorry for confusion. What kind of active stealth systems are you envisioning?
  9. One thing to remember when talking about transport tech in general is that, from a lore perspective, technology exists that can drastically effect the properties of matter. You may not need to deal with "heavy" or "large" loads in the same way you have to in real life. The dynamics of transportation and logistics might just be very different. Whether they are or not, I agree wheels would be a great thing to have access to, though I question how useful they will really be.
  10. Interesting idea, but i don't see how ECM could take down things like a sensor-absorbing hull or insulated engines. Most "stealth tech" is passive, at least in theory, so i don't see it being susceptible to electronic warfare.
  11. My biggest problem with this idea is that it would turn the game into an RTS. Having npc colonists that work for you from the getgo just doesn't fit the lore or other game mechanics.. Another problem is that it cuts out a big portion of the early game, where you have basically no resources and have to forge a path to the stars. As far as every player having their own safe zone, I think this will just break the game. Danger and aggression are what will lead people to building alliances and war machines, and if the game holds your hand thru any kind of threat from other players, no one will ha
  12. I am a big fan of the idea of espionage. It would be very interesting to fly into enemy space and tech-mine their equipment, if you are good enough to get in undetected. That is part of why I imagine stealth hull plating being very poor as armor: if you get caught you dont have much survivability.
  13. Yeah by active stealth I dont mean a cloaking device. Large ships would be innately harder to conceal do to their larger profile and higher power output. I think it would balance itself in a way, making only small, specialized ships effective at stealth. Another balancing factor would be the cost of producing stealth tech. There would just be no reason of building a massive stealth ship when those materials could be put to better use on much more effective, smaller stealth recons. Do you mean some kind of ECM that jams sensors? I think that is a great idea, but will probably be used mor
  14. Stealth systems, or some kind of "silent running" mode, are often depicted in sifi as a kind of tactical art form. For example, in Elite Dangerous, dog fighting while in Silent Running to throw off your opponent's targeting requires a carefully control of heat levels. Meanwhile, in Space Engineers you can build a stealth ship simply by painting it to blend in with the skybox or an asteroid. In The Expanse, stealth ships are covered in an advanced, sensor-resistant composite material. Either way, effective stealth requires skilled engineering and piloting to achieve. Why not combine all of
  15. I think if anything were to drive the market for high tech modules, it would be fully refined components being very rare. If research options for a given module were arranged in a tree, with each path having unique advantages and disadvantages, equipment researched to the very end of one of those paths would be very valuable. It could be assumed this kind of top tier research would be quite difficult, and too much RNG would make it feel like a slot machine..
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