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cy414

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Posts posted by cy414

  1. -- the ability to draw a framework of a basic shape automatically from smaller blocks. with a resolution slider to determine the size of the blocks making up that shape.

     

    this would allow people to easily create 'round' ships, or create diagonal planes of given ratios.

    if for example they wanted to make babylon 5 or an imperial star destroyer.

  2. I agree. It might also be necessary to add a safe-guard into the formula, that would prevent overly flat thrusters with workable volume, such as an exponential reduction of thrust if the thruster face is too large compared to the depth of a block in the same direction. Still, it might over-complicate stuff.

    good point. maybe determine acceleration and speed with 2 equations for surface area in direction X block depth in that direction?
  3. since there seems to be some buggy inherent drift introduced no matter what way you go about flipping/rotating a ship, especially when high mass & speed is involved, can actual retro-truster engines be added?

     

    since i for one dont like getting slammed sideways into an asteroid on my right by some strange way momentum is dealt with

     

    also, could a the distinction between engines & thrusters be changed so that thrusters reach max thrust (near)instantly, while main engines have a ramp-up curve? having each block different block consume different amounts of power could also be a trait.

    thrusters = use their base power

    engines = have a base power, an active power use level and a then their boost power with the draw increase

    retro-engines = have base power, and active power including the draw rate increase.

     

    this to simulate the difference between a chemical rocket for thrusters vs an atomic engine for main drives, while also preserves the concept of using thrusters or rotating the ship since it becomes a trade-off between power-use vs the cumbersome nature of very large ships.

  4. i read that thrusters are getting changed to volume rather than surface area, but could a combined system be used?

     

    if it was a system that was volume x surface area in a set direction for acceleration and volume x block depth in direction for top speed it would add in interesting twist to  designing that wasnt driving players to either stack for surface area or make borg cubes for volume.

  5. This accomplishes what you say but simultaneously gives players something to work towards and removes the maintenance grind.

    thats why i suggested that if you have less than 250k that crew pay only be a % of what you have. since at that point you could go off and do whatever you want at any time and not end up sliding backwards.

    since its not difficult to make 3 or 4 million an hour once your fleet is established.

  6. structural integrity field will let blocks take 10x(or close to) the normal amount of damage needed to destroy them. colliding in a way that will destroy a block which can technically take more damage than your entire ships hp pool will cause your ship to die from the collision.

     

    as an aside though. it seems that if your ship has the higher mass/volume the crash will do more damage to the target than you.

  7. --checkbox for "exclude rootblock from drag select".

    --button for "paint all selected"

    --function to scale already set blocks(would make scaling ships up or down sooo much easier.)

    --button for armour plating a selection of blocks with a set thickness of armour.

    --checkbox for "aggressive merge" that will cause the blocks to be moved a small amount to ensure they combine.

    --move blocks by holding M and clicking direction arrow(like holding R for rotation)

    --heat-sink block

     

    --the ability to set "hardpoints", or have "hardpoint blocks" that clip into a surface by design,  for both armed and unarmed turrets. that will mean you just need to double click inventory to mount turrets rather than manually position.

    -- set turrets on edges of two blocks, provided the two surfaces are level.

    --curved blocks(a game called robocraft had blocks only curved on one face. maybe that would work here?)

    --sliders for ;

    hull hp

    shield hp

    power generation

    power storage

    maximum velocity

    added to shipyards.

     

    --build queue added to shipyard(if it exists its not very apparent)

     

    --checkbox for "professional crew" in shipyard

    --checkbox for "conscript crew" in shipyard

    ---separate checkboxes for boarding parties & security when they are added including "penal legion" option.

  8. Oh, and then there's how there's currently no way to obtain a permit to haul cargo like guns or warheads legally. There should definitely be a way for a player with excellent relations with a faction to either purchase or earn permits to haul cargo like that. We see other merchants haul such cargo all the time.

    that and the number of available resource scarcity missions that ask you to haul this cargo for that faction.

    admittedly, i havnt taken any of those on yet.

  9. i know there isnt a seed in player ships.

    i was just hoping ther'd be a way for the game to approximate a seed that resulted in ship pattern similar to the players, so that the ai could learn ship design from encounters to improve itself.

     

    since you could literally make each game you played unique due to aspects of players ships getting communicated by factions.

     

  10. ~~assign a material designation for the ship's type.

    Ir for Iron, Ti for Titanium, Na for Naonite, Tr for Trinium, Xa for Xanion, Og for Ogonite, and Av for Avorion.

     

    Then, assign a number equal to the number of system slots and add it to the ship's type.

     

    Last, pick a class name.  What we've actually been discussing in this topic are ship types/roles.  A ship's class is actually specific to a particular build.

     

    Now, put all that together in this order, ship class, ship type (material code)-(system number), ship role.

     

    So if I had an Avorion tier warship that had 12 slots and I wanted to call it the Warspite class it would be a Warspite class Type Av-12 Warship.

    that is actually a remarkably robust yet concise system.

    i hope this gains traction as the system to be used.

  11. would there be a way for shipyards to decode a seed for player designed ships?

    or at least something close to them?

     

    this way players could easily make variants of their already designed ships.

    the AI could even copy them to deploy similar designs in some future update where the ai could be taught to generate more effective ship designs based on experience.

  12. as it stands, scanners and the mods based on them seem to have really small ranges.

    would it be possible to change it so that target objects had a detected range modifier?

     

    so for example, your scanner says its only 5km range, then that would be the range it detects the smallest things possible, but, a massive object in the distance could still be detected outside that range on account of how big it is.

  13. cant say my harem is quite so impressive, but i had similar, less polite feelings towards pirates whos ships take all of 3 seconds to destroy.

    ambushes dont work when your foe is significantly stronger than you AND you spread your forces out so much they cant even focus fire as a group.

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