Search the Community
Showing results for tags 'systems'.
Found 3 results
I'm thinking of a wide variety of specialized and fully upgradable equipment that are easy to set up but require skills to updrade. Depending on the system's complexity,such system can be used to monitor a small ship,or even a large city. They can also be an important asset in the Secret Intelligence Warefare. Set up hidden cameras or microphone bugs on the enemy faction,listen in on their conversations or steal personal passwords. Monitor your small ship or even your large city from the safety of your own personal CCTV security room. Add voice and facial recognition and have the database automatically inform you of potential threats. With the use of a Radio Frequency Infiltraton Device,listen in or highjack on other people's radio frequencies. Set up a sattelite and make your own Gps Triagulation Device (GTD) ,with the right skills you can find anyone,anytime. Use the satelite's bird's eye view to spy on your enemies or just observe your citizens for the glory of Arstotzka! Make use of sensor devices tied to trigger an alarm or possibly clever desinged traps and secuity turrets on your property. The possibilities are endless,imo if they are implemented correctly they can enhance gameplay immensly!
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.
Hello whoever may be reading this!(Hopefully developers) I'll get to the point I suppose. When looking at some of the promises that were given, you mentioned that players would be the political and economical structures. Now, if you don't have any plans or would like to take some ideas, I've got some right here. * First off, if we are to reflect off of the real world, political and economical structures have stability depending on the actions, resources or whatever is put into them. Therefor, if for instance you have a bad setup for a government, it might be able to fall. I know it sounds difficult to imagine, but if you were to put that risk of your government falling if you didn't manage it enough, it could add an exciting or dangerous element to the game. Another way to put it is guilds or as such. They are simply groups of people, not bound by a faction or otherwise higher overarching theme. This is an uninteresting way to manage civilizations, where the risks are much smaller. However, in a political environment, if things weren't managed correctly, things might begin to fail. I don't have any idea's behind what would cause the system or trigger it to fail, but it might be something to consider. * Secondly, let's think about political and economics as being tied. If you have a government, you need a stable economy. I'm simply pointing out a co-entanglement of these two very important systems. As well, if you have a stable and prosperous economy, it might be possible to improve your political reign, expand your civilization or as such because of it. *Third off, is the system of banks. Now, I'm pretty sure that banks are going to be needed if you are to expand your government. Now, a large discussion should be how they are used. If banks are used improperly or are not set up well, it may be impossible for a government to survive and a player to prosper, so this should be taken into account or have a default system for banking. If not, there are plenty of other creative options as well. *Finally, there is the discussion of currency. Now, I'm sure you've thought of this well and true but I'd just like to point out some thoughts. A global currency is probably one of the easiest options to make, but if you are to have an economics system, then it might be a good idea to think about this. If each government has it's own economic system, then the global currency is really easy to use and not at all interesting in my opinion. So, I have constructed this idea. If it were possible to create a number of base currencies, and allow governments to "lend" or "barrow" off them. Then, if it becomes possible, allow them to create their own in the future, with a possible way to convert currencies. That's just some idea's I've come up with. Again, I can't say what you are going to do but there are some really good ideas. Maybe I helped you out, maybe I created a new game mechanic. I can't really say but I can't wait to see the final product! For the players who also take a look at this because I know you will, please think about these aspects of the game so that it might have more to it than build, explore and stuff.