Jump to content
Sign in to follow this  
QuantumTunelling

Custom Complex Turrets/Engines/Componnent

Recommended Posts

EDIT: I just noticed that there was already a post on the same theme... However I don't feel that bad because it was a year ago... and now I want to see what people think about it since we are starting to get a more prescise idea of what the game is gonna look like...

 

 

Hello there,

 

So I recently started to take a look at From the Depth, and they had a turret system that looked really cool!

Basically, to make a gun you have many components wich act like "blocs".

You have to actually place them on your ship, facing the right way so they do what you want these to do:

 

for example, the loading system of a shell is basically ammo inserters facing a rack,

the number of block of rack you have aligned determines the ammo clip, or buffer your gun has,

and the number of loader on the side (wich can for example load a shell of 100mm caliber in a few seconds...)

determines the ammo loading rate you have, and you can synchronise your gun firerate to be able to acheive a constant firering...

Again, the caliber of the gun, the length of the barrel, the barrel type ,

the number of barrels (you can make a gatling gun) all of these and much more can be customized, there are no identical guns...

 

(Even though I know that DU isn't going to simulate the projectiles, that wont come in the way, you can compute the statistics of a weapon and apply them in combat)

 

and they have a similar mechanic for missiles wich are composed of "compartements" wich can be used as propelant, seeking, explosive charge, fins, ...

and the longer the missile, the less agile it gets, the more reload time you get.... and the more space it actually takes in the ship...

This way you can't met two exacte same misiles, and that would allow much more diverse defending methods

 

They didn't used this system for propulsion, however, that's not a bad idea either, I'm already seeing different types of fuel injectors, mixing chambers, combustion chambers... That would of course be a lot of work,

however if this ever become a thing, I already see people asking each other's confing, and actual skills in engine manufacturing...

perhaps some part will require a better prescision, and can't be made everywhere... Some parts could end up being really rare... and others easy to make...

 

anyway I'm really tired, I got exams tomorow so there probably are a lots of mistakes, and beeing French doesn't help...

Thank you for your consideration!

Share this post


Link to post
Share on other sites

You could balance such a system with the core unit and different usage of watts and maybe other unit.

 

BUT NQ goes for easy balancing and premade engines and turrets. Which is the right way for a mmo at this scale

Share this post


Link to post
Share on other sites

This system has been proposed and discussed several times. Starmade has a similar system.

 

I would love a modular system, but the short answer seems to be a no.

 

This gets resource intensive, so it seems NQ is going with premade components. I would like stats to be a bit RNG, but that would be the best you could expect.

Maybe 5-10 years in the future when we have carbon nanotube processors with 100x the power of current comps they can impliment it.

Share this post


Link to post
Share on other sites

You could balance such a system with the core unit and different usage of watts and maybe other unit.

 

BUT NQ goes for easy balancing and premade engines and turrets. Which is the right way for a mmo at this scale

 

Well yeah, it's an idea perhaps for futur developpement, I don't strongly disagree on it it being ressource heavy, but I don't think it would be that bad, the gun could be saved as just a stat file and that wouldn't change much in terms of dammage/weapon calculations, because the premade guns that NQ are making are already a bunch of stats in an instance, and since you have to calculate this instance only once, It wouldn't make that much heavy calcs... (Since DU won't get voxel damage i guess, at least not for now... You don't have to check the weapon integrity and update the stats at all between modifications)

 

This system has been proposed and discussed several times. Starmade has a similar system.

 

I would love a modular system, but the short answer seems to be a no.

 

This gets resource intensive, so it seems NQ is going with premade components. I would like stats to be a bit RNG, but that would be the best you could expect.

Maybe 5-10 years in the future when we have carbon nanotube processors with 100x the power of current comps they can impliment it.

 

Ho sorry I didn't notice, i'll search for this topic after that... I never played Starmade... But I'll look into it

 

Well I'm sure NQ can come up with somthing, they are already acheiving some good stuff...

And If you find the right way, you can for sure make a good system that could be ressource efficient...

 

But again this is an idea for the future, and they can always implement this as a test in alpha... This isn't needed at the moment

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×
×
  • Create New...