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kiwn jey

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Posts posted by kiwn jey

  1. On 10/5/2020 at 10:03 AM, Vis said:

    If you are playing a single player game pirates won't spawn in a sector if you the player are not in that sector. So you could have many smaller and much cheaper mining ships in the lower level sectors getting you iron and titanium, while you use your big ships for attacking and clearing out higher level sectors filled with pirates. 

    As for ship designs, it's not that hard to make cool looking ships. time consuming yes, but hard no. Just start by rough sketching out a ship from the side view. Decide how you want it to be shaped from the nose to the tail and what parts are taller and shorter along the way. Then draw it from the front view and decide how it will be shaped and how wide the design will be. Then one from the top view, that matches how wide it is from the the front view and shows what parts of the ship stick out that wide. After you have the basic blueprint, you start placing your framework and making an outline of the shape of your ship from each view. You just need to place the framework blocks like you are doing pixel art. If you need to make circles and ovals, here is a simple tool to help you with that. https://donatstudios.com/PixelCircleGenerator I would make my framework blocks 1x1x1, then make a long line of blocks from the center going to the nose and tail when you first start your ship. This will help you get an idea of just how long the ship will be. Then you can start building the side view outline from it. Then do the same but going to the left and right side when you do the top view.

    Hopefully this all makes sense, otherwise I might have to just draw a diagram of what I'm talking about. XD

    I came across your discussion about strategies for managing mining ships in lower-level sectors and designing ships for higher-level combat zones. Your insights are incredibly valuable, especially the aspect of utilizing different types of ships for resource gathering and combat. This approach of separating tasks between smaller, cost-effective mining ships in safer zones and deploying larger, more robust ships for combat and exploration in high-risk areas is a smart strategy. It maximizes efficiency while minimizing risk, which is crucial in a game where resource management and strategic planning are key.

    Regarding ship designs, I completely agree with your perspective. Creativity in ship design, while time-consuming, isn’t necessarily hard. It's more about enjoying the process of creation and experimentation. Your method of starting with a rough sketch from different views (side, front, top) is a solid approach. It allows for a comprehensive understanding of the ship's dimensions and overall design before diving into the actual building process.

    The point you made about using the framework blocks like pixel art to outline the ship is particularly insightful. It's a method that ensures precision and symmetry, which are vital for both aesthetic appeal and functional design. And speaking of creating precise shapes like circles and ovals, the tool you mentioned, the Pixel Circle Generator, is indeed a handy resource. In addition to that, I'd also like to share another tool that I've found useful Minecraft Circle Generator . This tool is similar in functionality and provides an easy way to create perfect circles and ovals, which can be crucial when designing certain parts of a ship.

    Your tip about starting the ship with a long line of blocks to establish the nose and tail length is a technique I hadn’t considered before. It seems like a great way to set the foundation and scale of the ship right from the start. This could definitely help in maintaining proportion and balance in the ship's design.

    If you could share a diagram of your design process, that would be amazing. Visual examples always help in understanding the concept better and can inspire others in their own design process.

    Thank you for sharing your strategies and insights. I’m sure many players, myself included, will find your approach to ship design and sector management both interesting and practical for their gameplay.

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