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IMO the use of voxel materials should be expanded on.


blazemonger

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I think that NQ is losing out of some great opportunities by not offering more voxel bases properties. There is a lot of possible uses for this which would open up a lot more options for customization and different looks in the game.

 

I can see how some of these would eat into the potential revenue from a cashshop but at the same time this could work in it's favor by making that a true vanity and cosmetic option.

 

Some of the properties I could would like to see for voxels:

 

Light:

Transparency

Translucency

Luminescence (yes, we have white ones but we need _colors_)

 

Flight:

Lift

Drag

Thrust(will allow thrust energy from engines to pass through unhindered)

 

Countermeasures:

Stealth (reducing range at which construct is detected)

Increase signature (will make the construct more visible for guided system/radar, easier/preferred to target.. used for decoys)

 

 

Just some ideas, no doubt here are more.. 

 

 

 

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Fully agree with this.

 

First I wish that choosing a voxel color or texture were more modular as a floating PBR type texure in which you could customize voxels to a certain extent with existing texures but having more control over the color pallet with each ore having a color range and adding ores to the game so that there is a full RGB based color pallet. Perhaps with a slidder for color and a slider for light/darkness of the color. Or also having the ability to have a slider for reflection / sheen and then just baking the substance into a voxel.

 

Air Voxels:

 

You need an air voxels so that you can designate hollow space in a blueprint if you say build a Static core and the voxels are set underground. The air voxels are meant to carve out the hollow spaces so you dont have to teraform or do it before hand. It should just count as the emtpy space inside a contained area of a room but you get the point.

 

Airless Voxels:

 

Defined space in which there is no air and requires oxigen to breathe in the Airless Voxels.

 

Gas Voxels:

 

Similar to Air voxels but they should be defined spaces in which a form of gas is present. It can either be collectable if you use the nano crafter you can harvest the gas. If the gas is poisonous, radioactive, or bio-hazardous it causes player damage.

 

Gas voxels could also be things like cloud or fog in which they have a semi transparent effect that is displayed and has no clipping to the voxels to allow a player to walk through the voxel.

 

Fire Voxels:

 

Air voxels with an animated fire voxel element that spreads to nearby voxels and does damage over time to those voxels. If there is voxels considered flammible or there are things like fuel tanks nearby or containers with nitron, kergon, rocket fuel, etc they take damage too as the fuel source for fire.

 

Liquid Voxels:

 

Defined spaces which are liquid in nature but exist independent of the water table. They should be no clip so that you can move in the space but at the same time create a water effect or various liquids like nitron spills, water, liquid nitrogen, and other potential hazardous or non hazardous liquids.

 

Weather Voxels:

 

Defined large spaces where weather effects like rain, snow, fog, wind, etc are allowed to function if the conditions are triggered to add effects, visual imperments, speed reduction, cross/head/tail/ up & down drafts. If there were air voxels with this type of weather air voxel it makes it so that if environmental danger were added that you could have static / dynamic cores adding neutral conditions for players to stay inside as well as potential environmental dots or DD to occur.

 

Teravoxels:

 

The first type of teravoxel is what we have no but we need more of a pallet than snow, tundra, and sand. All stone voxels should be given to Teramancy rather than Voxelmancy with metal going to voxelmancy. More biomes should also be added.

 

The second type of Tera Voxel should be things like wood, foliage, grass, shrubs, and potential rock and shrub spawn points. If you Teraform then you kill the rock spawns for that area. If anythinng flat teraformed voxels should spawn rocks, grass, trees, and shrubs. But we should be able to sculpt our own plants since we cant even craft trees! Teravoxels that offer some kind of bush texture that allows for little parts of branches or leaves to stick out of it that we can use to make custom bushes or trees with foliage voxels and the wood voxels for the trunks along with bark voxels is sorely needed. Or thinks like alien or exotic forms of teravoxels should be considered.

 

 

 

Directional Based Voxels:

 

One voxel does not work for everything. Most textures seem to be set with a horizontal placement in mind. I think there should be alernate voxels which are vertical/horizontal/diagonal in nature as it opens up more precise voxelmancy. If you only have floors or textures that go one way (horizontal) and not allow for the texture to be rotated to fit builds better than a V/H/D honeycomb version should be an option.

 

Accent Voxels:

 

This type of voxel should consist of 1x1x1 / 2x2x2 / 3x3x3 or more repeating seamless textures which give more details than typical voxels give for certain things like buttons, the panel pieces seen on items, and other fine details.

 

Luminecent Accent Voxels:

 

Voxels which are normal but have fine luminecent lines or details that glow or reflect light as the little rocks while mining offer as if you shine your flashlight you can see little glowing rocks everywhere. I think the same thing should be applied to reflective or luminescent accented voxels.

 

Luminescent Voxels:

 

Luminescent Voxels need to either act like lights in which you can make a selection and set the RGB value of limi-glass or offer a lumi-glass version of all colors.

 

Pulsing Luminescent Glass:

 

A blinking version of Luminescent glass in a few varieties would also be welcome.

 

Glass Voxels:

 

We need a few grades of the glass panels but in voxel form that goes from pretty much clear to a heavy frosted but still transparent based voxel.

 

Stained Glass Voxels:

 

Glass voxels that come in an almost clear to frosted line of glass honeycomb that comes in a variety of colors.

 

Fortified Voxels:

 

Voxels that start at 100K HP and can be increase to about 250K HP in order to do what it says, provide actual protection. Or if they dont want to go the high HP/weight for protection fortified voxels should negate and disable weapon splash damage.

 

Reinforced Voxels:

 

Voxels which have damage absorbsion built into the voxel for things like your ship sliding down a hill and smashing into a small hill or landing rough would absorb a certain amount of damage before the voxels take damage or that the voxels take the damage for elements.

 

Resistance Based Voxels:

 

Voxels should provide resistance to each weapon type and signifigantly lower the damage of that type. Resistance based voxels should also protect against heat for atmo burn, or to provides other forms of resistances down the road.

 

Asthetic Voxels:

 

Voxels that are intentionally light weight with no resistance or protection based qualities that allows players to use voxels without crippling a ship with weight.

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