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Wilks Checkov

Alpha Team Vanguard
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Posts posted by Wilks Checkov

  1. Tonight - the debate I thought of bringing up is an idea on Modular Shielding. 

     

    Essentially here is the shield idea in a nutshell:

     

     

    Modular Shielding:

     

    Essentially modular shielding would not use a singular shield generator, instead it will be using shield emitters that are placed on the surface of the hull to provide coverage. 

     

    An emitter can be overloaded by sustained fire on that emitter grid. Having a reserve shield emitter grid as a backup would be critical especially for long drawn out confrontations. 

     

    Shields are limited by the amount of power that can be dumped into them at a single time. They can be enhanced by various skills of players / engineers / technicians. 

     

    Shields can have frequencies that enable it to protect from one type of damage better than others, however the downside of this is you are nearly entirely vulnerable to all other forms of damage. The upside is, if the enemy uses primarily one type of weapon - you can protect yourself very well against it, absorbing nearly all incoming damage. 

     

    You must have a player engineer / technician on hand to change frequencies, and their skill effects the damage reduction ratios of the types of incoming damage.

     

    Shield generators are effected by the amount of energy that is rolled into them, the more input the more damage they can take. Varied on player skill as well. 

     

     

     

    Anyway these are a few of my thoughts on how the shield system could go. What are your ideas on shielding, would you change how it is laid out? Did I miss anything?

     

     

    Anyway enjoy debating. . . and have fun.

  2. The problem with emp, our current military has their systems shielded from emp damage.

    Military targets yes - use shielded electronics for most critical systems. However not all ships including some of the older military ships that do not use shielded electronics are vulnerable. 

  3. i think a generalised rail system would be a better way to implement this instead of specialised elevator objects.

     

    rails, rail riders/motors, junctions, "ramps" to mount/unmount rail riders from rails and some way to supply them with power

    and you can build anything you could ever need in terms of fixed-track movable objects.

    I also know having a flat track system as well for say - train cars on very large stations would also be quite beneficial. As we all hate walking two and a half km. To get to the ship you just bought, and it was delivered to the wrong damn hangar. 

  4. No, this isn't another space elevator post... :P

     

    One of the most vital things to have on a station or ship is having an easy way to get between decks. In space engineers, stock elevators can only be accomplished through pistons which are incredibly unstable and limit the size of the elevator.

     

    A simple and scalable system for creating elevators could be creating two elements:

     

    Elevator Shaft

     

    - These could be stacked on top of one another. 

     

    Elevator Car

     

    - An element that can slide up and down the elevator shaft as if it were on rails. 

    - To specify floors you just input a specific elevator shaft element that you have lined up with a floor.

    - This element could be a simple platform that players can build voxels on top of to create a custom elevator car (I realize this might be asking too much)

    Far as I know - it is already in the works. Sure as hell know we need it though, especially us here at ACS for a few of our designs. 

  5. Okay for today's debate I thought I would bring up the subject of E-War, and how it may work within the game structure, and with ships / structures. 

     

    As well as what forms of E-War may be around. . .

     

     

    E-War Candidates: 

    • Sensor Jamming: Form of E-War that blocks active sensors from detecting ships, can be used as a form of primitive cloaking field, only way to distinguish targets is manually - visually. Automated turrets can not lock onto a ship. 
    • Sensor Boosting: Form of E-War meant to boost current ship or allied ships via link - decreases lock time on weapons systems, and boosts active sensor sensitivity/radius. 
    • Emp Pulse: Form of E-War meant to temporarily disable shielded ship systems for a brief period. 
    • Sensor Scrambler: Scrambles lock on targets to make it appear there are several false contacts on scanners. Makes using auto lock far more difficult.
    • Jump/warp/hyperspace inhibitor?: Field generator that prevents use of said forms of FTL in its radius. 
    • Hacking Module: Hacks ships systems causing the lua code to behave erratically. Potential automation failure. 
    • Firewall Module: Protects against effects of said Hacking Module. 

     

    These are just a few of my rough ideas on E-War for the game. I am sure you all have your own interpretations of E-War so feel free to express them here - add on to my ideas - or even to ask a question.

     

    Meanwhile just have fun debating. . .

     

     

     

     

     

     

     

     

     

         #Curse damn MRI head scans, damn drugs I was on earlier today still have me feeling like shit. - Will try to do some extended posts over weekend hopefully. 

  6. Okay, since I do not feel that well tonight - I figured I would bring up a relatively simple subject that still holds some weight, and of interest to me personally.

     

     

    Planetary Biomes and Weather Effects:

     

    What I want to bring up for debate is if there will be weather effects in the game based either on planetary type or biomes. As well as the potential weather types that may be encountered and the effects that they may have on structures, ships, and other technology. 

     

     

    Potential planetary types with weather:

     

    • Temperate: Grassy biomes with wind, clouds, and rain effects. Weather can effect flight with lightning, communication interference, and wind blowing ships around. 
    • Desert: Sandy biomes / planets with windswept plains and mesas. Weather results in massive dust storms that can create lightning and disrupt ships systems, sand can also interfere with ships engines and other delicate electronics. 
    • Frozen: Ice and show biomes / planets with snow flurries, incredibly low temperatures that can cause massive blizzards that effect ship components. 

     

     

    These are just a few of the possibilities, if you have any extensions to add; feel free to do so. 

     

    Any other ideas are welcome as well as long as they pertain to the topic at hand.

     

     

    What do you think of weather systems added into the game? Do you think they should have an effect on ships and other components?

     

     

     

    Anyway - have fun debating. . .

  7. I hate to be a "fun" breaker but I remember in one of the devblogs somewhere about there being a build height limit on planets. Meaning that this would not exactly work. Now I could be wrong - so if someone wants to double check or even better yet, see if NQ will place his two cents in on if there is a limit or not. 

  8. Problem with allowing players to name planets/solar systems - especially in an MMO - is you come across the abuse of said system. I would be all for it personally, but only if there was a report feature if you come across an inappropriate name. Even then, that would put more of a work load on the NQ staff. It'd be a neat feature, but I can settle for randomly generated names as well.

    Naming text boxes can be done in a way to prevent certain types of names, by blocking them. Or just by scrambling the letters when you enter one of the blacklist words into the box. 

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