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Element Socket Attachment Points and Swapable Elements


CoreVamore

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This suggestion is based on the following:

  • Builders would like to sell designs that are mainly non modifiable
  • Being able to modularise things like engines, weapons and shields will provide variety in the game - especially in combat
  • Players, who are non-builders, need a way to swap in/out upgraded elements
  • The modules/elements come in a set main group of sizes, in both physical dimensions and capacities. For example small, medium, large.
  • The elements can have various tech levels. For example: Medium Engine Tech level 2
  • Builders would also need to know the max physical dimensions of each element so that they can design around it.

 

OK, with that all out of the way what NQ would need to develop some form of Element Socket/Attachment Point. For things like engines that would be fairly trivial, however when it comes to manned weapons it becomes something entirely different. For example, we have things like the motorised rotating turret, as displayed here:

 

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A builder would have to allow for a hole to be incorporated into the hull of their construct. This is where the idea of an attachment socket comes into play. More than likely it would have to be a ring of some kind mainly due to the simple fact that most turrets need to be able to swivel as well as to provide a mini-cockpit for players to be in to man the gun.

 

Naturally I dont think the builder would have to physically place an attachment point in their construct, however the act of placing any form of turret on the construct automatically places an invisible attachment socket on the hull. So this would be something NQ would have to implement.

 

 

You may at this point be asking "How do I, as a non builder, swap my elements?

 

Firstly, you must have an element in your inventory that is similar to the element you want to swap with - for example, a medium rocket engine. (You might be swapping out a tech 1 version for a tech 3 version).

 

Then simply right click on the element, select "Swap with" and have a mini list pop up of all the different elements in your inventory that fits that specific attachment point.

 

Simply select one and the swap is made for you.

 

So having attachment points/sockets, and the ability to swap out elements for better ones, provides variety and choice for players, as well as extending the usefulness and longevity of vehicle designs.

 

Hope this all made sense :P

 

Cheers

 

CoreVamore

 

CEO

Core Designs

 

 

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6 hours ago, Tordan said:

I like this idea in general. The big difficulty would be in how much the Lua code changes with different components. 

The lua code can be made to search for components and reiniitialise i think.... maybe .... lol

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Actually, thinking about this further, the socket would also act like a programming interface/translation layer.

 

So you could hook up your lua script to it, and it would handle such commands as Start Firing, Stop Firing, Rotate, Over Heat, Explode, etc.

 

As sockets would be for specific types of weapons (or other elements) they are essentially fixed for that type of element. Only the element would supply the attributes, for example, max/min firepower/damage, rotation speed, energy usage, munitions type, overheat rate, element hit points, etc.

 

Note: This could also allow for blank socket attachment points for clients to pick and choose their own weapons fit out.

 

In the case of the rotating turret above, that leaves a hole in your vehicle, the blank could also be a physical element to both fill that hole as well as give a visual representation of the socket point location. So a client would swap out the blank for a turret of their own choosing.

 

This would then achieve scripting coherence, design flexibility and client choice.

 

Now, get to work on it NQ ;)

 

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I think this is a great idea, but it would require so much "heavy lifting" in terms of development time that it's probably a whole expansion's worth of content. Something like EVE's expansion that added the modular T3 ships the first time...

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1 hour ago, NanoDot said:

I think this is a great idea, but it would require so much "heavy lifting" in terms of development time that it's probably a whole expansion's worth of content. Something like EVE's expansion that added the modular T3 ships the first time...

Maybe, maybe not. Remember we are not even into alpha yet, it may very well be minimal work - the sockets themselves could be special elements that only a select number of other elements (for example small rotating gun turrets) could connect/mount into.

 

Time will tell if NQ does it, and whatever timeline there is for it.

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10 hours ago, MaltoSigma said:

You could just make different blueprints of the same ship with different weapons.

You be missing the point entirely as well as limiting the variety that NQ wants to weave into DU  :D

 

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For some equipment I think this would work great,  weapons especially , mining , defences . You could even see a weapons array which allows for swapping in and out  a config of different weapons or defences. 

For some equipment  it could have downstream effects on say power , fuel  or linkage and require  to have to upgrade multiple components . This could be catered for in a package upgrade  of multiple components .

The issue of size I think is more about design. If the module is placed on the side of a ship and not internalised the issue of size  may not be an issue  at all. Also modules could take up a specific footprint too so at build time you have  to allow for max space so other elements cannot collide. Think thunderbird 2 cargo bay as simple solution. The element allows for different cargo bay config and is internal. Elements could be say within a box and raise up and out of the box when activated. EG: F22 missiles

 

Perhaps modules could be all non engine components, so weight and balance becomes a factor . So you gain the advantage of modularised elements(accepting the module has additional weight to carry the interface  for modules) but impact performance by configuration say by choosing larger (heaver weapons). To have this capability you would need to have engines or power source to cope with the max weight or power config .  Would you buy a ship under powered with modularised capability if your not a builder.

 

Upgrading a lot might just mean buy a new ship and sell the old , or modify the one you have but I think its a good idea because it opens up more concepts in construct design.

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1 hour ago, Mucus said:

For some equipment I think this would work great,  weapons especially , mining , defences . You could even see a weapons array which allows for swapping in and out  a config of different weapons or defences. 

For some equipment  it could have downstream effects on say power , fuel  or linkage and require  to have to upgrade multiple components . This could be catered for in a package upgrade  of multiple components .

 

As mentioned the socket types wont just be for weapons, but for things like engines, energy storage etc. So if you put on weapons that demand more power you could put in a more powerful energy storage system, for example a Tech 4 version.

 

1 hour ago, Mucus said:

The issue of size I think is more about design. If the module is placed on the side of a ship and not internalised the issue of size  may not be an issue  at all. Also modules could take up a specific footprint too so at build time you have  to allow for max space so other elements cannot collide. Think thunderbird 2 cargo bay as simple solution. The element allows for different cargo bay config and is internal. Elements could be say within a box and raise up and out of the box when activated. EG: F22 missiles

 

Also mentioned above,

 

"Builders would also need to know the max physical dimensions of each element so that they can design around it. "

 

This then allows builders to build their constructs knowing that if they build around the maximum physical element dimension then all elements will physically fit.

1 hour ago, Mucus said:

 

Perhaps modules could be all non engine components, so weight and balance becomes a factor . So you gain the advantage of modularised elements(accepting the module has additional weight to carry the interface  for modules) but impact performance by configuration say by choosing larger (heaver weapons). To have this capability you would need to have engines or power source to cope with the max weight or power config .  Would you buy a ship under powered with modularised capability if your not a builder.

 

Well, the system would allow for 'unballanced' setups, however such setups could be benificial depending on purpose. For example letting out a massive laser burst that might be able to single-shot destroy/immobilise a target - but then takes 3 min to power the weapons back up again. This would create a species of player that are experts on creating certain ship fits for certain roles.

1 hour ago, Mucus said:

 

Upgrading a lot might just mean buy a new ship and sell the old , or modify the one you have but I think its a good idea because it opens up more concepts in construct design.

The thing is that many builders wont want their ship to be modified on the body/shell side of things, and anyone that can modify/build is likely making their own ship anyway.  The socket system allows non builders to re-fit a single ship hull into multiple roles. This creates a happy client who ends up with a ship hull they love and can re-fit as needed, and the designer/builder of the ship/construct only needs to worry about one or two variations of their ship design, and could recommend certain ship fit out for specific roles.

 

This would benefit everyone, and create the flexibility needed in game.

 

It also allows for someone to get attached to their favourite hulls/constructs - and the devastation caused by the destruction of such, making the game immersion even greater - another plus ;)

 

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