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Windmiller_Rick

Alpha Tester
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  1. Like
    Windmiller_Rick reacted to Anaximander in Weapon Detector area   
    A. You can always cheat a detector. It's been done since the 70s, it's still done today, you can cheat the magnetic detectors that shops have for shoplifters, it's just a matter of having the right tools.

    B. You can have clothes with "inlayed" inventories that are, for all intents and purpoes, "stleath pockets" ,meant for you to conceal carry a weapon. This is self-balanced, but since I don't trust people's intelligence, it's "conceal carry", it's not going to go to a combat armor, it's going to go to something cosmetic, like a fancy suit or a default suit that won'te raise suspicion.

    C. You don't really need a seperate element for the job, as I said, just one command for a script thaty checks a person' inventroy / equipment for a gun and if there is one, an alarm goes off with the name of the perp.

    The good thing is, that kind of inventory check can also be used for "auto-fitters" when a  person respawsn o na mothership and wants to quiickly equip armor from a container. Go near, boom, armored equipped by itneracting with the script, ready to go.

    It's modular design.
  2. Like
    Windmiller_Rick reacted to ShioriStein in Hacking   
    That is what i'm talking about. More tense game play, more way to do not just only hacking. I very hope NQ will let Org build their Fire Wall. No tool, no skill will help you, only left is your brain
  3. Like
    Windmiller_Rick got a reaction from Supermega in Rails system   
    Hello, new here myself.
    I think your second idea is really nice and more importantly more practical. For what NQ have shown us so far regarding to buttons and the linking tool, this idea seem to fit right in with what they're doing, because it sort of creates a middleground where players without the know-how to use LUA gets to make some basic transport system - and it also incorporates the existing dynamic core (the platform element of your first idea is basically the same imo).
    However I think it doesnt really needs the "Rail" Element", one could maybe just link the dynamic core directly to the Rail Sensors?
    You've probably thought of this yourself, but I would add Rail Sensors inbetween the start and ending point so that one could make the travel path more precise in regards to obstacles in the way (existing buidlings etc.)
  4. Like
    Windmiller_Rick reacted to Supermega in Rails system   
    Hello, I am new here, but I hope you guys/gals don't mind if I join the conversation. I am very excited for this game. So, I had 2 ideas for a linear rail system that I would like to share.
    My ideas are based on the way the game currently works, in its pre-alpha state. The first idea uses Elements, and the second idea uses a Dynamic Construct.

    IDEA 1
    The first idea uses 2 new Elements. A "Platform" Element, and a "Rail Sensor" Element. Basically you would place the Platform Element anywhere you want. Then you would put down 2 or more "Rail Sensors".
    The first Rail Sensor would be the starting point, and the second Rail Sensor would be the ending point. To activate the rail you can place a button (or other Element) on the Platform. Then link them together. The same way you would link a button to a door opening. Also, you can add as many Rail Sensors as you want, as long as they are linked to the Platform Element.
    Here is a link to an animation I did to illustrate my idea.
    https://imgur.com/a/aRwzw

    IDEA 2
    Now my second idea uses dynamic constructs (this is the in game component used for vehicles/ships or things that move). But, you will also need a new Element I call a "Rail" Element. So, First you would deploy a dynamic construct. Then you can use voxels to build a platform or structure that you want, it can be anything since you're making it with voxels, the same way you make a ship.
    Then place the "Rail" Element on your structure. after that is done, just place a "Rail Sensor" for the starting point, and another "Rail Sensor" for the ending point, like before, Then link the "Rail Sensors" to the "Rail" Element. Because the structure you made is a Dynamic construct, it will move from sensor to sensor. Also, you can link a button, or any other Element to the "Rail" Element to activate/deactivate it.
    Here is a link to an animation I made showing an example.
    https://imgur.com/a/mI1Jb
     
    On top of that you can also use LUA scripting to enhance the way the rail moves. Anyway those are my 2 ideas.
     
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