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FreeklancerX

Alpha Tester
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  1. Like
    FreeklancerX reacted to Spartan118 in Seabed drilling and Forestry   
    ? maybe there could be an option to do some sort of geothermal drilling too for energy reserves 
  2. Like
    FreeklancerX reacted to CoreVamore in To not see a particular material in build mode   
    Situation: Lets assume you have an element that is hidden away behind a carbon fibre wall, but you want to move that element up a little.
     
    If the game, while in build mode, could allow you to hide/not view items made of a particular material, would allow the element to be moved, then simply viewing that material again would cover the element as before.
     
    This would save either deleting wall sections, or moving them around.
     
    Food for thought
     
    CoreVamore
    CEO
    Core Design
  3. Like
    FreeklancerX reacted to Mucus in recycle elements & Materials   
    Provide an option to recycle elements & materials back to their sub components ore's. Each time would reduce the amounts returned as a cost of processing. Perhaps this might require equipment or skills to drive  performance levels.
  4. Like
    FreeklancerX reacted to Otomoto in Offline voxel editor?   
    This server downtime is killing me.
    I would like to work on my designs.
    Could we get a standalone voxel ship editor to play around in and later import blueprints from into the game?
  5. Like
    FreeklancerX reacted to GUNWOLF in My take on Trains   
    Right, I’ve heard that rails aren’t going to be implemented because of issues with multi-part constructs and I wanted to show my idea on how we could do trains.
    My idea is that instead of rails in the traditional sense, we add a gps-based system. The “trains” would be simply hovercraft traveling between two points. How this would work is that a player would place at least two “beacons” and it would create a link between them. The “train” would have a special antenna that would cause it to automatically try to stay on the line directley between the beacons. The disadvantage is that you can only have one train per segment, so you would need to have a lot more than two beacons. You can switch the link between two beacons manually or with a Lua script, meaning that multiple branch lines can be made. The trains themselves can be manually or automatically controlled, and I think it would be cool to have a railway network going around Ailoth. What do you more skilled players than I think of this idea?
  6. Like
    FreeklancerX reacted to Eternal in Different kinds of Auxiliary-Ships   
    Since we have a Nano-Former in this game (a device which can deploy just about any material), I propose a 3D-printing Mechanical-Arm than can be fitted to an Auxiliary-Ship for Repair-purposes. They can weld back a damaged-ship and provide that support of Repair to a fleet. If we have such technology as Nano-Formers, ofcourse this Mechanical-Arm can Cast(Repair) anything. How does the Arm work? Hydraulic-Actuators and remote-controlled! (just like fly-by-wire, the electrical-control is converted to mechanical-movement)
     
     
    The Arm must have a Welding-Torch (it's Torch and Filler in 1-Nozzle). Make it spark when you are doing Repairs due to Arc. Add a time-mechanics to the Repair. To Repair, it takes time. 

     
    Look at this Ship in the picture below. Do you see that Hydraulic-Crane/Hoist in the back? This is an example of where we can fit a Mechanical-Arm. This is an Auxiliary-Ship, it's purpose is nothing but to provide support.

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    Also, give us Replenishment-Tanker/Refueler-technology. The Fueler has a remote-controlled-Drogue, and the input-Ship has a fixed-Probe(an intake to receive the Fuel). This Replenishment-Tanker is another Auxiliary-Ship that will provide support of Fuel-Replenishment. This Ship is designed to accommodate large volumes of Fuel through it's Fuel-Tanks. With their help, they can increase another Ship's Range or Endurance through Refueling. Add a time-mechanics to Refueling (it will take time to channel all the fuel needed).  
     

     

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    Another thing that I would like to talk about is the concept of Resupplying. 
    An Auxiliary-Ship can arrive, shoot a line, and through that line, we can send Crates from Ship to another Ship. Inside these Crates are Supplies to increase a Ship's Endurance. Things like Ammunition, and any necessary Materials to keep an operation going (Food, if we are gonna have such mechanics).

     
    Another method of Resupplying is through Air-Drop.

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    One last thing for an Auxiliary-Ship is a Hospital-Ship like USS Mercy. It will pick up the corpses of the dead and bring them aboard their ship (to make sure that their bodies do not get looted). They can also provide Fresh-Crew capable of performing necessary duties to another Ship and replace the dead. For example, a Ship is short of Gunners because most of them died when the Ship was hit. The Hospital-Ship will pick up the dead, or they themselves will loot the dead (to prevent them from being looted) and stay out of the crossfire (this means less risk, thus, their loots are safer), while also replacing the dead-crew with fresh-ones(different Players). When you die in this game, it might help if somebody can save your ass. Without any sort of Medical-Mechanics implemented to this game (which I support the idea of having one) then the Hospital-Crew can board my Ship, loot my body and run away, then give it back to me after.
     
  7. Like
    FreeklancerX reacted to Tango_Lima in Thrust reversal   
    Would it be possible to have thrust reversal in game, for atmo and maybe space engine too.
     
    Thrust reversal =  no devices to add on your ship so > weight saving
     
    + nice to see in action.
     
     
  8. Like
    FreeklancerX reacted to hammyy in Automated object movement   
    So thinking to the fact that this game has all this ability to craft and build got me thinking about things like minecraft sticky pistons that allow you to physically move voxels that are attached to a pully type system. Off the top of my head the abiltiy to load cargo onto a "lift" and then press a button and it is pulled to its destination on top of the voxel platform attached to the pully system. Couple that with the programming abilities in the game and it would really open up the game. Other thoughts are hidden turrets on a ship that at a push of a button pop out.
     
    What do you guys think?
  9. Like
    FreeklancerX reacted to geronimo553 in Camera elements that can link to screens   
    I really like the idea of setting up a camera system and linking cameras to a monitor somewhere. This is (sort of) a feature in space engineers and it has helped the game in so many ways. Just be sure to allow the camera to rotate when viewing!  Though to save on game processing resources, I think it would best for these camera feeds to not be constantly live broadcasting on a screen itself. Instead a person would need to press a button to view the camera feed. 

    Additionally the camera could also be mounted on crafts for better visibility when in use. In space engineers it is common to use cameras on fighters because it helps the pilot to see so much more during combat. 
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