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Cornflakes

Alpha Team Vanguard
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Everything posted by Cornflakes

  1. Why would that remove the possibility to color the voxel? Material data and texture data are trivial to store separately. Just the default texture would be material determined. And when done properly only the non-standard-color blocks would need additional memory compared to a system with material=color
  2. Erm... if its just a static animation it wouldnt stress the server more than any other animation
  3. i'd personally limit the range of any repair tools to very short ranges, like a few meters. combined with some system that remembers the undamaged state of a given construct (or just plain blueprint access) it would strongly encourage shipyards (with repair arms) and small repair vehicles that crawl surfaces. neither variant would make it "too cheap" or particularily useful in combat. and would make repair yards and fleet tenders an asset to be protected. with all the repair equipment and production capacity at hand.
  4. and where would that "be more expensive than a new one" come in in my example? by the time it would be "too old" its 100% new spare parts :shrug: "your inventory will be randomly losing most items" sounds not very open to me.
  5. Your version sounds mostly annoying imo. When i keep my equipment in pristine condition all the time and put in replacement parts continously why should it get worse all the time anyway? When a gun's barrel gets worn out and cleaning and rust removal doesnt cut it anymore i replace the barrel (maintainance! Magic!) and dont throw away the whole gun
  6. i'd say that functional elements (generators, thrusters, weapons, etc) have a limited "maintainance" point count. this point count goes down naturally over time (with or without use) with a slow rate. the maintainance bar can be refilled by using some tools and resources. maintainance needs go up with usage of the device (output power x runtime or discrete uses for devices where it applies). so the older a device and the more it has been used the more its maintainance bar has been depleted. a ship just being stored in a hangar would still need upkeep, albeit less than an actively used ship. requiring regular attention and resource input. as a bit of mitigation it would be possible to "mothball" individual functionals (or just the whole ship, but thats just mothballing all the functionals of the ship) this would take some time and resources and reduce the maintainance decay strongly (or even to zero) but deactivate the component untill it gets taken out of mothballing again (again taking resouces and time). this would discourage massive ship stockpiling as every ship thats in a flyable state is taking manpower and resources. and the ships that arent taking a lot of resources are either not built yet or in a state where they arent readily flyable. putting some strategy and thinking into what ships you build and keep flyable, not to speak active.
  7. what would definitely bring forward sectioned shields would be to have shield projectors not generate closed bubbles but only single polygons of shield "plates". a single projector would generate a corner/vertex of a shield and it has to connect to other projectors to provide the other vertices for plates/bubbles. the projection distance could be configured per projector to make the system a bit more flexible. single projector -> point (pretty useless) two projectors -> line (a bit less useless, but people are creative) three projectors -> a closed triangular sufrace that provides protection against projectiles that would cross it. four or more projectors could completely enclose a volume. every projector could be part of multiple polygons to generate closed bubbles without gaps. this would enable custom shield forms for any form of ship in a relatively easy to understand fashion. (the whole wireframe shield bubble could be smoothed over afterwards to provide more pleasing shield shapes, if so desired) and would also provide sectioned shields for localised damage modeling on shields. in addition forcefield doors, shield domes and other uses with custom shapes would come for free with the system. damage/power needs could be distributed per shield projector or maybe to shield generators by which the projectors have to be supplied from.
  8. you dont need such fanciness... just simplify that every cargo box has an identical center of mass regardless of its filling state. like every container in every game :V
  9. Im mostly annoyed by that quote thing. Its not more or less "real" than without. Its only more annoying. Like a guy who always uses weird voices for some reason. Punctuation was invented for a reason, and misusing it doesnt make your writing clearer.
  10. No they wont be. Vehicles and buildings will be voxels, yes. But functional parts and player equipment wont be player designed. "On the other hand, crafting enables players to make gear and Elements. Those are non-customizable 3d models (meshes)." https://board.dualthegame.com/index.php?/topic/841-ask-us-anything-event/
  11. well, death star one is pretty close to fitting into your pocket/backpack with it being down compressable to a cube with 1.6 meters edge lenght a borg cube (3km edge lenght) would easily fit into a pocket with it being compressed to (5cm)³, or 1/8 of a liter
  12. You started with physics, not me. And you made a false claim about the empty room in an atom. And i still have no idea what you are talking about with your mangled statements about nano compression, "rationanals", skyscrapers and "what im not obsessed with".
  13. The size is wrong Unless the stadiums where you live have a diameter of 13.4km. (factor of about 60000) (It also wasnt space compression, but space "pockets", making the ratio irrelevant, as its not the limiter for that) And it would also completely remove everything interesting from transport gameplay. Why build slow, bumbling, raidable freighters when you can store the whole earth in a cube with ~170 meters edge lenghth? Everyone would fly around in small, nimble ships, making a one-seater starter ship indistinguishable from a freighter which is moving planetoids around.
  14. Why do you think you can just put your constructs back into your inventory? Its highly unlikely that you'll be able to just suck your stuff back into your inventory. Especially with bigger constructs.
  15. And a drop pod built from voxels cant fulfil your criteria... why?
  16. dont mind twerkie, hes a bit overzealous with what he thinks as trolling. also im not sure how computationally feasible statics are in a game world where the planet you are standing on isnt exempt from the physics interactions.
  17. Sooo... you want something that does what voxel ships can do, with the size of voxel ships but... isnt a voxel ship? Why would that be worthwile to implement for the devs? Its 100% redundant. Why should a metal shell with thrusters called drop pod be cheaper than a metal shell with thrusters named ship?
  18. there are more ways to identify people than by facial features, though. general bone structure, gait, behaviour, voice, preferences. there are many many ways you can put together unique identifiers from non-obvious characteristica.
  19. ah, there comes the confusion from. well, the player only interacts directly with the parameter inputs. and a bit of PCG then generates a mesh element that fits the parameters. the player doesnt touch any blocks like in from the depths, only the parametrisation.
  20. LOL well, theres facial recognition software for a start. that doesnt need any implants or cooperation from the person to be identified. you dont have to know the person yourself for your implants/computer systems to identify him/her. (note: im not advocating general "i know everyone" behaviour. im just pointing out logical details)
  21. you cant classify them as railgun AND coilgun. those are fundamentally differently working accelerators.
  22. You know, we are all from the same colony ship without offspring. Crew manifests are a thing.
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