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Alpha

Found 12 results

  1. Hey everyone, My suggestion is that we give the option to change out of our space suits and into regular clothing. This could be military uniforms (NQ could add various types of military uniforms and we could customize colors to make unique military uniforms for our organizations), regular civilian clothes, and that sort of thing. I think this could add to the role-play style and maybe could even be a commodity that is traded on the markets?(Military uniforms, civilian clothing etc). Obviously this would only be possible inside of closed spaces that have oxygen support, otherwise we'd need our space suits. Might even be cool if NQ could develop some sort of system that lets organizations port in their organizations emblem or sigil and have it printed somewhere on the uniforms or even painted on the side of vehicles, spaceships and constructs. Just adds to the aesthetics and role-play element and will make organizations more unique.
  2. If this game happens to survive, what kinds of character customization would you want? For starters, I guess it would be nice to see our characters outside of our suits and in street clothes, I guess....
  3. What if when AvA PvP is released there is craft-able parts like helmets, gauntlets, jet-packs and other accessories that can be crafted and customized that players can add to their avatar to make custom armor and suits? Obviously like materials the accessories would drop when the players were killed so no one would be to op with what they have on their avatar but it could give players more customization of their avatar. Another feature could be that the accessories could be colored separate from the avatars suit so not everyone's avatars looks the same if they have the same color avatar. Please comment your thoughts.
  4. We could implement hair mesh template and maybe clothes template so organizations could upload their own uniforms with a price obviously like 19$-40$ EU for every pieces it would add another aspect on the game! So people would recognize nationalities of other players and enhance roleplay and lore it would also help to pay the rent of the server and obviously put a limit of uploads example an org can only make 4 uniforms if they have 500 members and same for player hair meshes one per player or two maybe even raise the price if you want more.
  5. Hello, I would like to propose an idea of upgrade (or another type) of the actuals fuel tanks. It should will allow us to create much more complex and better vehicles, especially the spaceships in wich optimization is very important. I propose : Differents "tanks controllers" like "small/medium/large/mega tank controller" where small could be like a cube of 0.50 m. These different tanks controllers provide the lua control slot and the fuel out slot. After placing this tank controller, it allow us to place the "body" of the fuel tank, in the form of voxels we will can craft, and that we must place adjacent to the controller to connect it or connected through other voxels which is adjacent. Then, the capacity of the fuel tank is calculated by adding the volume of voxels we placed. But, we can't place voxels as we want, and if we place more than 8 m3 (for example) connected to a small tank controller the volume in excess will not calculated and a warning message could be displayed. Eventually, could be a "mega tank controller" wich is pretty big but have a non limited volume of fuel tank body. This system of fuel tanks will allow us to create fuel tanks with the form of our choice, for best vehicles and optimized space. Shatonly.
  6. I propose that a cad like software is put into the game so builders can build more advanced structures and ships. I think this should be done from a "cad bench" where the builder can use a cad program in game to make a blue print for a ship/structure. once the blue print is made a building robot (or robots) will then use materials to build the structure in the cad model. in the cad program the units will be in terms of Voxel size. for example if you put down a small core of 1 unit would be the side length of that core. As far as Parts, such as the core, motors... ect.. those could be elements that could be placed in the cad file as another part in an assembly. Adding cad for building would make many much more interesting structures and would be another area for players to specialize in. although cad is relatively complicated, it is not difficult to learn, and players who do not want to learn can still use the voxel system. Cad would be like LUA is, not all players can do it, but if you learn it you can do more. As far as the difficulty and system load of a cad program, I imagine that it would not be that difficult. Onshape is an example of a low load server based cad program. It is simple and can be run off of chrome yet it is extremely powerful. Limits can be put in place for size so a player cannot make a thousand super fine lines. In addition most elements in the game are 3d files so custom 3d files may be easy enough to render. If not a full fleged cad program then possibly tools such as, extrude, filet, champ-fer, loft, and rotate would be nice and would add a lot.
  7. I propose that a cad like software is put into the game so builders can build more advanced structures and ships. I think this should be done from a "cad bench" where the builder can use a cad program in game to make a blue print for a ship/structure. once the blue print is made a building robot (or robots) will then use materials to build the structure in the cad model. in the cad program the units will be in terms of Voxel size. for example if you put down a small core of 1 unit would be the side length of that core. As far as Parts, such as the core, motors... ect.. those could be elements that could be placed in the cad file as another part in an assembly. Adding cad for building would make many much more interesting structures and would be another area for players to specialize in. although cad is relatively complicated, it is not difficult to learn, and players who do not want to learn can still use the voxel system. Cad would be like LUA is, not all players can do it, but if you learn it you can do more. As far as the difficulty and system load of a cad program, I imagine that it would not be that difficult. Onshape is an example of a low load server based cad program. It is simple and can be run off of chrome yet it is extremely powerful. Limits can be put in place for size so a player cannot make a thousand super fine lines. In addition most elements in the game are 3d files so custom 3d files may be easy enough to render. If not a full fleged cad program then possibly tools such as, extrude, filet, champ-fer, loft, and rotate would be nice and would add a lot.
  8. would you guy like to see an incredible amount of customization for every armor piece, such as insignias and patches you can put on your gear but the bigger thing i want to see done is every piece being able to be sculpted what i mean by this is some form of menu that gives you like a metal shape a bit bigger then the part it i being sculpted for that you can sculpt down and make it look to your orgs personality to stop clipping if they do it they should have a max size for length and width on everything if this happens to be the case i would want to suit to have nothing to do with armor instead make the modules you put in the suit do that please tell me what you think of this idea and how it could be improved on
  9. I love when games have physical manifestations of upgrades, i find it increases immersion and variation from character to character. So moving onto my main point, i believe more than the colour of your armor should be varied, I believe you should be able to create different forms of armor that do different things, since this is a very broad statement let me elaborate. You are part of the main troops of a small army preparing top attack an enemy base, you dont need the long sustained flight of a jetpack so you opt to where a much quicker variant, a sleeker and faster jumpack for short bursts of flight and a slow descent. You dont need the agility provided by your current light armor so you wear a heavier however slower armor to allow you to take the front. This would both give your character identity with it's look but also provide a tactical advantage provided by it. It would also encourage player driven corporations to manufacture and sell these armors to other players creating an ingame social and economy improvement. This would also make corporation factions a valuable asset to military factions. The only downside save for the time it would require the programmers and artist to make this, is the fact that this would give new players a slightly greater disadvantage considering they have neither a ship nor decent armor. To help remedy this slightly, i would say that your armor can be stolen from your body when dead, however this is not a perfect solution. Thoughts?
  10. Customizable multilanguage interface. Game interested in many countries and everyone wants to customize the interface in their native language
  11. Greetings! This will likely be a long post with lots of interconnected lists, so bear with me.. Ship Weapon design/customization system Most sifi games simply give the player access to a selection of existing weapons, designed by the devs. Each weapon has base stats that can sometimes be customized with upgrades, but for the most part this simplistic approach leads to the emergence of a very confined meta of loadouts that work. The concept I will describe is aimed at making ship-mounted weapons modular, so that players can design and test weapons based on the need at hand and the resources available. The idea is to maximize the diversity of play styles and make encountering unique or niche weapon systems a common occurrence. Additionally, it will add a degree of R&D, where players can test and refine their systems and even invent entirely new methods of war. A player could, conceivably, make a career of designing weapons tech, for a price. To describe how this could be done, I will try to represent the idea visually. A weapon is made up of several modular parts arranged in a hierarchy, and the parts are chosen according to the desired outcome. Each part is contingent on the part above it on the hierarchy, and controls a major attribute of the weapon. The hierarchy could be as follows: Body Core Receiver Barrel Body - The frame of the weapon that is fitted to the ship's hardpoint, or weapon slot. This decides the class or size of the weapon: it's hitpoints, maximum weight, volume, and power consumption. Also controls the weapon's gimbaling range, if any. Core - The guts of the weapon, mounted within the Body. This decides the basic type of weapon that will be produced. For example, a Kinetic Core will produce some kind of projectile weapon, be it a railgun, Gauss gun, chemically propelled gun, etc.. A laser core will produce some kind of directed energy weapon, be it a pulse or beam laser. The core affects the weapon's base stats like power consumption. Receiver - Midsection of the weapon. This module determines what subtype of weapon that will be produced, and allows for things like multiple barrels. For example, a Kinetic Core fitted with a Gatling receiver will have access to certain barrels and thus ammo types, while a Plasma core fitted with a Mortar-style receiver will have access to others. This affects things like rate of fire, temperature, and damage output. Barrel - The business end of the weapon. This is involved with the fine tuning of the weapon. For example, a Rail barrel of a given length and power rating will affect the muzzle velocity and charge rate of the weapon. Different types of focusing barrels for laser weapons could effect range and heat buildup. Lets run through a hypothetical R&D session by an aspiring weapons designer who is trying to build the perfect weapon for a contract. He/she gathers some materials and opens the weapon R&D window, and is presented with a selection of parts that can fit the hardpoint in question: Body - Manufacturer 1: 3T, 0 degree Gimbal, 24 max power input, 10 Internal space. Manufacturer 2: 2.2T, 5 degree Gimbal, 17 max power, 18 internal space. Manufacturer 3: 1.8T, 180 degree turreted, 9 max power, 12 internal space. etc.. Our tech decides on the second option, the heavy body with the 5 degree gimbal and ample power. Core - Kinetic Core. Base power draw: 3. Plasma Core. Base draw: 5. Missile Core. Base draw: 0.5. Laser Core. Base draw: 8. The player decides they need something with a good balance of range and armor penetration, and they are starting to get an idea of what they want. They choose the Kinetic Core. Based on that choice, they have these options for compatible receivers. Receiver - Cannon receivers: 1 barrel, 2 barrel repeating, 4-8 barrel gatling. Rail receiver. Gauss receiver. The player wants range, so he chooses a Rail receiver, turning the weapon into a basic railgun and affecting it's base stats. Based on this, the player has the following choices. Barrel - 45 mm barrel. 72 mm. 85 mm. 102 mm. The barrel decides what ammo types the weapon will have access to, and will every stat from rate of fire to heat generation. The player chooses the 85mm barrel, and has thus designed a simple railgun with a moderate charge time, excellent range, and low heat generation. More options and customization would obviously be needed, this is simply an example of the concept. TL;DR: Making ship mounted weapons modular and allowing players to design them will add depth and immersion in the same way that leaving the economy open to be player driven adds depth and complexity to industry. Please leave feedback if you have some, I would like to see if we can evolve this idea, and see where it takes us.
  12. The biggest disappointment in space engineers was the fact that there was no actual engineering. Building in the game (to me) feels more like an exercise in esthetics, slapping on functional parts as necessary. The fact that the capabilities of a ship in space engineers is defined more by what and how many functional parts were on a ship, than the actual design is extremely disappointing. In From the Depths, on the other hand, design has a meaning. In FTD most functional parts of a ship are multi block structures. The way these are built effect the performance of the ship drastically. This means compromises must be made. Summarized into a triangle, a design of any component must balance between size, power and efficiency. For example: there is a very efficient 7x7x2n engine design (2n means it is tile able, but one tile must be 2 blocks thick) however, of the 98 blocks per tile, only 4 are the power generating cylinders. The rest increase power output per cylinder and efficiency, or are pipes and dead space. Thus I cannot use the design on small ships or ships that need a lot of power in a small space. This gets a lot more complex for some systems, like the advanced projectile system. So I would really like to see a multi block systems mechanic added to this game. It would significantly increase depth and variety, while being avoidable by those who do not want to go so in depth. It adds on to player interaction as well (pro/con list below). Of course, some people are not interested in designing stuff. In FTD, you get around this by either copying someone's design or using prefabs, which are like blueprints that place parts of or even entire multi block assemblies. This way, if you don't want to spend a long time designing a system, you don't have to. Also of note: the capabilities of a system don't have to depend solely on the design, just as you could have multiple/upgraded parts, components of a system could have upgraded or specialized version, that require certain resources, research or infrastructure to produce. This also adds cost/ effectiveness to the design considerations. Single block components would also still be relevant. They should be cheaper (as the are prefabricated) and smaller, but less specialized and not a scalable. They would be used to quickly produce small, inexpensive objects (drone, turrets, mines, etc.). Pros: -more depth -better customization -more individual designs -no optimal design/better specialization -more balancing factores/more subtle balancing allows for better over all balance ( if done properly) -adds an appealing side to design other than esthetics -expands perfectly on the build your own universe idea -avoidable if you're not interested -adds another specialization possibility for players (engine designer, weapon designer, etc.) -adds another trade good (blueprints, possibly the prefaced system) -adds more weapon/system variety for all players, not only those who would use the system design mechanic Cons: -longer (but not steeper) learning curve (that can be avoided) -takes longer/may be harde to balance -may take more processing power (server side) Note: I mainly imagine thes multi block structures for larger ships, not for something as smal as a fighter.
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