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QuantumTunelling

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  1. I don't see complexity being bad for this kind of game... If you really want to see specializations in game, you'll have to make complex models for engines and fuels that would allow someone to be considered as a engine expert... otherwise you'll just have builders, commercials and fighters... not really diverse...
  2. Kinda like EEZ? where countrys "have rights to fish" in a given space around their territory?
  3. Well yeah, it's an idea perhaps for futur developpement, I don't strongly disagree on it it being ressource heavy, but I don't think it would be that bad, the gun could be saved as just a stat file and that wouldn't change much in terms of dammage/weapon calculations, because the premade guns that NQ are making are already a bunch of stats in an instance, and since you have to calculate this instance only once, It wouldn't make that much heavy calcs... (Since DU won't get voxel damage i guess, at least not for now... You don't have to check the weapon integrity and update the stats at all between modifications) Ho sorry I didn't notice, i'll search for this topic after that... I never played Starmade... But I'll look into it Well I'm sure NQ can come up with somthing, they are already acheiving some good stuff... And If you find the right way, you can for sure make a good system that could be ressource efficient... But again this is an idea for the future, and they can always implement this as a test in alpha... This isn't needed at the moment
  4. EDIT: I just noticed that there was already a post on the same theme... However I don't feel that bad because it was a year ago... and now I want to see what people think about it since we are starting to get a more prescise idea of what the game is gonna look like... Hello there, So I recently started to take a look at From the Depth, and they had a turret system that looked really cool! Basically, to make a gun you have many components wich act like "blocs". You have to actually place them on your ship, facing the right way so they do what you want these to do: for example, the loading system of a shell is basically ammo inserters facing a rack, the number of block of rack you have aligned determines the ammo clip, or buffer your gun has, and the number of loader on the side (wich can for example load a shell of 100mm caliber in a few seconds...) determines the ammo loading rate you have, and you can synchronise your gun firerate to be able to acheive a constant firering... Again, the caliber of the gun, the length of the barrel, the barrel type , the number of barrels (you can make a gatling gun) all of these and much more can be customized, there are no identical guns... (Even though I know that DU isn't going to simulate the projectiles, that wont come in the way, you can compute the statistics of a weapon and apply them in combat) and they have a similar mechanic for missiles wich are composed of "compartements" wich can be used as propelant, seeking, explosive charge, fins, ... and the longer the missile, the less agile it gets, the more reload time you get.... and the more space it actually takes in the ship... This way you can't met two exacte same misiles, and that would allow much more diverse defending methods They didn't used this system for propulsion, however, that's not a bad idea either, I'm already seeing different types of fuel injectors, mixing chambers, combustion chambers... That would of course be a lot of work, however if this ever become a thing, I already see people asking each other's confing, and actual skills in engine manufacturing... perhaps some part will require a better prescision, and can't be made everywhere... Some parts could end up being really rare... and others easy to make... anyway I'm really tired, I got exams tomorow so there probably are a lots of mistakes, and beeing French doesn't help... Thank you for your consideration!
  5. Well If you think about SE (Space Engineers), even with programmable blocks, no one has yet made a good automated mining drone, because they don't have the tools ; for example (in SE), how do you tell the drone wich area is composed of something worth mining? I don't really think that anyone acheived to make a proper automated mining drone, neither a proper automated fighting drone, since fighting is sooo much more than being accurate... It's about position, ship's control (knowing weakpoints and strongpoints...) But again, SE isn't an MMO and people aren't as badly in need of getting the most efficient thing in the universe...
  6. Well thinking about it, in a small ship (probably 1-2 man crew -> again it's not because it's a social game that being in a single ship with 4 ppl will be better than splitting the crew to 4 ships) , in a combat scenario, you could have cameras around your ship (perhaps in the back) to have a greater awareness of the exact position of the guy chasing you, alowing you to do more prescise maneuvers ... (even though radars will probably be a thing and somthing in the order of elite :Dangerous 's radar could be a great implement)
  7. (please excuse the bad english , I'm french) Hi! After seeing the last Dev Diary, I thought this game needed a bit more types of thrusters, so here is my idea: Basically the typical thruster is something that push the spaceship around... But Thrust and Power shouldn't be the only attributes a thruster can have, because otherwise, the game will probably feel quite empty... So why not having for example -max thrust -energy cost -size (and all the usual stuff) -acceleration inertia (having a really reactive thruster can help in combat, or maybe when you try to hover a ship where you want fast reactivity to be able to deccelerate or to be able to adjust bumps or changing center of gravity...) -burst thrust (and duration) (for maybe manouvering thrusters that can serve as torque for angular speed damping) -preheat (kind of acceleration inertia but only at startup, an engine with a need to preheat a lot will probably have more thrust and could be used as a main engine) -minimum/maximum speed in atmosphere (Some engines in our world already have a minimum speed, because they need a minimum air intake, and some in this game could also have a maximum speed, where the flow of air disturbing the reaction could be a viable excuse ) -fuel type (electricity/ hydrogen+oxygen mixture... plenty of stuff to play with... and fuel delivery to the thrusters could add up some pretty interesting build desings, really looking forward for that) I already see combat frigates using electricity and low inertia thruster with some burst thrust to help with turning... Commercial crafts using a heavy fuel with a really high preheat but with lots of thrust to be able to carry monstruous amount of goods.... that would make a lot of sense and prevent people from putting the same thruster everywhere because it's the most efficient in terms of thrust/(size*energy), since there will be a lot more parameters to think about... That's pretty much it.. again you could add a lot more parameters that i didn't think of and will add reasons to have dedicated ship builers that know their stuff and inexperienced or ininterested people will need to buy these creations because they won't have time for it... Again excuse my terrible english I hope your eyes are still alive... If you see mistakes feel free to correct me! Thank you for this awesome game!
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