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Alpha

Found 3 results

  1. This idea came to me while I was eating a waffle downtown, so I figured I would post it as one of my debate threads and see how it goes, and what develops from it. Debate 10: Weapons Modules This mainly stems from one of my previous debates as well as a few other current topics, specifically one about multi block weapons. While having multi block build-able weapons would be nice they are rather intensive to design and set up for the developers. "Correct me if I am wrong" Hand Based Tools & Weapons This started me thinking along the line of weapons modules, in this instance lets think about a standard pistol. The standard pistol is the base model that is produced en mass by your local market seller. However the pistol is modular, meaning you can replace the barrel, receiver, magazine, grip, ect. For instance if you wanted a full auto pistol you would switch the receiver module out with one that is full auto, or even one that is burst fire. While the pistol may look the same, "modules do not necessarily have to modify the appearance of a weapon" it does effect how the weapon performs, essentially making it a more specialized tool. Then if you wanted to turn that smg into something more accurate you could add a scope or a different grip module to it. The same applies to your standard rifle, you can modify its modules to turn it into a more specialized tool. For instance adding a longer barrel could increase your accuracy and range, and combined with a scope you would have a proper sniper rifle. Ship Based Tools & Weapons Along the same line of hand based equipment, your ship based equipment could follow the same line of thought. Everything could have slots for customization, everything from reactors, batteries, engines, ect. A great example would be that of a reactor, lets say for this example the reactor at hand has 4 slots available for customization, without those slots used the reactor will only produce a base x amount of power. Then you add in a fuel efficiency module into the reactor, meaning it uses less fuel to produce the base value x amount of power. Then you add in a generating efficiency module into the reactor, that boosts its base x production of power per cycle. So instead of producing 100% of power it produces 105%. There could be many other types of modules developed to add special features to your general items, and customize them to fit your exact needs. Ship turrets function in the same way, they have a set number of slots you can customize. Lets say for this instance the turret is a standard railgun, and has 5 slots available for customization. The first module added gives it a boost towards cycle fire rate, so instead of a base value of 100 fire rate its 105. You could make all 5 slots have cycle fire rate mods, or you could add in other special options. Module 2 and module 3 in this instance are capacitor boosters, which increase the amount of power the weapon can use to fire the railgun, increasing the speed of the projectile meaning instead of 100 its 110 damage. Then for modules 4 and 5, they are tracking computers. These tracking computers increase your turning rate on your turret. Meaning you can compensate and track your enemy faster. so instead of 100 it would be 110 boosted tracking rate. Economy Having modules would also open up a whole new industry that players could focus into in producing modules for ships and weapons. And different quality modules would effect the stat that the specific module boosts. Anyway - If you have any constructive criticism or support to add to the topic feel free to comment below. Feel free to expand on the idea to your whim. Just keep it nice and clean - no flames
  2. Will modules like artificial lights require a power source? i think that would be a little bit more realistic and there is great fun in it too.
  3. So NQ has stated that Construct vs Construct combat will be released in a future expansion, and that means in the meantime ship vs ship combat will be limited to boarding parties. I'm perfectly fine with this, and understand why they need to wait to release CvC combat due to development costs. However, this concept seems incomplete. How exactly does one catch an enemy ship in order to board it, without even basic CvC combat? Space is a big place, with a lot of place to run/hide, which is great, but a problem if you are trying to board a ship. It's not like someone is just going to pull over and agree to be boarded, unless they think they can win. Otherwise, the second another ship tries to get close, people are just going to leave. And with no way for ships to shoot at each other or otherwise disable another ship, there will be nothing anyone can do prevent people from just running away. It's not like you can lean out the window and try to shoot out their engines with a pistol. This would eliminate many forms of emergent gameplay: Smugglers Pirates Navies Police Blockade Runners Blockades Ships would essentially be nothing more than flying buses, perfectly safe from any sort of threat. Space would be reduced to nothing more than a means to get from planet to planet, rather than an interesting environment of its own. As such, I feel that, even if advanced CvC combat doesn't come out until a future expansion, there should be a basic system in place to allow ships to disable/immobilize other ships, so as to allow boarding parties to do their job.
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