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Mucus

Alpha Tester
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Everything posted by Mucus

  1. Can we have a weekly forum topic for testing please in the relevant feedback(pre-alpha, beta etc). Save us all creating our own ones, EG Date(written to avoid misunderstanding) - Version - Testing Feedback. Perhaps the first post could be any specific testing communications to remind those feeding back of specific tests , if its not general.
  2. I agree I could go the way of cores , but would a resident be able to build their room/area?. The skeleton structure is practical for freeform residence building by multiple players of different orgs in the same area. I note my assumption is lua of a sub core would not be able to control the structure as I would expect lua to be hierarchical like elements. Although that's a nice hack if you can do it!!
  3. for those who have not seen RDM RDM may solve permissions but it does not provide a static structure to attach cores to. RDM would help manage it but essentially the residence idea is about a skeleton structure that cores could be attached to. Think of it as a forma for a building shape where players donate a core of a certain size to attach to the structure. The alternative is the placement of a core with rooms created with voxels and use doors with RDM. Cores would then need to be placed above each other to make a tall building.
  4. perhaps if static constructs were not cubes but you could specify x,y,z say 128 x 20 x 2 (l,w,h) and the core could be either 1x1x1 in size or not visible the same could be achieved. having a core means ownership,permissions,position and rules about voxels attached to the core are managed. If you have no core then you would need to manage the information at a per voxel level . That's not to say it can't be done.
  5. In defined HEX areas could a hexagon be subdivided into smaller areas like residence areas of say 64 M cubed or whatever makers sense( perhaps selected), these would constitute a layer. A player would need to have 1 static contruct of the specified size Each residence area a player can build within that area whatever residence they like EG: residence, storage, landing pad , workshop etc. Each residence layer could be stacked so that dense living areas could be created ( think high rise city) as a residence zone. Essentially the residence zone is a skeleton structure for building. As opposed to random stacking of static constructs on top of each other. Each layer would have some access provided , eg: turbo lift or concourse. These residence zones would be owned by either the game or organisations. Residence zones could be purchased layer by layer (foundation , floors) as one complete structure. layers could be pre designed EG: market , landing area. bunkers, communications , storage, defences (blue prints perhaps) Organisations could buy the structure and allow members to build in specified zones Visibility of other players inside the residence could be turned on or off dependant on performance of the game. lua could be allowed for residence areas and the zone as a whole. Optional either way. This idea assumes technical limitations are overcome or it would operate within known working limitations. this could be also used with dynamic contructs for space stations
  6. Perhaps it turns into scrap and you can scoop it up , oops eliteism
  7. your assuming that destroying voxels on a ship would remove them from the game economy , not sure that has been established ? Perhaps they just recirculate into existence for mining. Or perhaps they are finite and do leave the game , either way could be interesting.
  8. Thanks for the reply . The technical aspects of course need to be taken care of but ideas generation is a first step in moving forward. https://trello.com/c/9sRuOo8Y . "community sabotaging" sounds like emergent gameplay to me.
  9. I am sure this will come in some form or other. Personally I would just at the moment like the basic UI to get stabilised and function better. If anything I would like to toggle off the arm(always blocks something when building) and bobbing(which may have already gone) . I am sure they will get to it one day.
  10. For some equipment I think this would work great, weapons especially , mining , defences . You could even see a weapons array which allows for swapping in and out a config of different weapons or defences. For some equipment it could have downstream effects on say power , fuel or linkage and require to have to upgrade multiple components . This could be catered for in a package upgrade of multiple components . The issue of size I think is more about design. If the module is placed on the side of a ship and not internalised the issue of size may not be an issue at all. Also modules could take up a specific footprint too so at build time you have to allow for max space so other elements cannot collide. Think thunderbird 2 cargo bay as simple solution. The element allows for different cargo bay config and is internal. Elements could be say within a box and raise up and out of the box when activated. EG: F22 missiles Perhaps modules could be all non engine components, so weight and balance becomes a factor . So you gain the advantage of modularised elements(accepting the module has additional weight to carry the interface for modules) but impact performance by configuration say by choosing larger (heaver weapons). To have this capability you would need to have engines or power source to cope with the max weight or power config . Would you buy a ship under powered with modularised capability if your not a builder. Upgrading a lot might just mean buy a new ship and sell the old , or modify the one you have but I think its a good idea because it opens up more concepts in construct design.
  11. or bots for that matter
  12. great minds think alike https://trello.com/c/RZv3FSdL
  13. Nice idea, I'm guessing you want more distance / altitude capability than what is provided in walk mode.
  14. Thinking about future weapons for PVP it would be nice to see nano/viral voxel and element weapon . The purpose would be to effectively eat/destroy voxels with the aim of gaining access, removing voxels structure integrity ,removing voxel armour so that other elements could be attacked . Also how great would a construct look after it had been attacked(or not so great) The weapon could also be used on elements , perhaps randomly removing links, reducing performance of an engine, corrupting lua scripts or rendering elements to needing repair. The weapon delivery could be various methods , mines , missile , etc .There would be a counter measure eg: antidote , perhaps delivered to the affected area by a defence bot. Shields could also include bio filters or nano filters as a defence layer.
  15. Please create a single element for flying by standing on. Think of snowboard with either anti grav or hover capabilities with rear thrusters. Maintains 1-5m above ground/or water. Would be an element in the shop. range will vary by type and fuel -Max speed 50-100K. Leaves dust or water vapour spray behind. In helmet hud. Boards can have a shelf life and break. Would help to avoid lots of walking. Could open up a whole new angle to the game - personal transport, moving in/around large objects, DU sports
  16. discordauth:c4k89kQk-IyoQL6V1iFqN1xu3DiF6OS9LUoVcT9LCX0=

     

  17. discordauth:Xg8AeEF6RgemH1dCRHvJZqE72Adw8QEurO8HOZl6_B8=

  18. Mucus

    RGB LED

    Never enough blue LED's
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