| Fighter Construction (Modular Parts) | |
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TinkerPox Newbie
Posts : 198 Join date : 2012-01-19 Age : 24 Location : (Tacokingbob)
| Subject: Fighter Construction (Modular Parts) Sat Oct 19, 2013 3:10 pm | |
| So I was thinking, and as mentioned before, fighters should be built of smaller parts (Custom modeled parts) and be put together for a greater variation, and differations of performance based on parts and pilots. Also They should be built in a a factory GUI and use redpower microblocks building HUD. Parts could also be rotated and mirrored on the other side as one would like, and options of amount of pilots going from 0-4 etc. And parts included would be wings, weapons, normal blocks, engines, canopys, cockpits, VTOL stuff, life support systems, landing gear, inverted wings, folding wings, thrust nozzlers, tails, and stuff like from KSP. (Kerbal Space Program) and same thing with dropships, bombers, and gunships.
Last edited by tacokingbob on Sat Oct 19, 2013 5:07 pm; edited 1 time in total | |
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Joel Marine
Posts : 1473 Join date : 2012-04-01 Age : 27 Location : A Death World, stopping a Waaagh!
| Subject: Re: Fighter Construction (Modular Parts) Sat Oct 19, 2013 4:21 pm | |
| IIRC we've already discussed fighters. Twice. | |
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Saravanth Recruit
Posts : 287 Join date : 2012-09-08 Location : *snap snap*
| Subject: Re: Fighter Construction (Modular Parts) Sat Oct 19, 2013 4:24 pm | |
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Fighter Construction (Modular Parts) Sat Oct 19, 2013 4:29 pm | |
| Yes. That part has been done. | |
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Saravanth Recruit
Posts : 287 Join date : 2012-09-08 Location : *snap snap*
| Subject: Re: Fighter Construction (Modular Parts) Sat Oct 19, 2013 5:00 pm | |
| "Done", however, is a little extreme to call it. Let's just say it was discussed multiple times, like many other things, and there have no definite plans been made, like for many other things. Except that it absolutely has to include modular parts, maybe, but that's about it.. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Fighter Construction (Modular Parts) Sat Oct 19, 2013 6:43 pm | |
| It is done in the sense that several of the ideas in the list have been circled. But I mean, that's the hard part, right? | |
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The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
| Subject: Re: Fighter Construction (Modular Parts) Tue Oct 22, 2013 2:05 am | |
| It appears that once again, I was left out of important details... | |
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Fighter Construction (Modular Parts) Tue Oct 22, 2013 12:14 pm | |
| - The Schmetterling wrote:
- It appears that once again, I was left out of important details...
That is because during the time it was discussed, you happened to spend 90% of what little activity you had on the ship-building section. You propably even missed the roleplay. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Fighter Construction (Modular Parts) Tue Oct 22, 2013 1:45 pm | |
| - The Schmetterling wrote:
- It appears that once again, I was left out of important details...
Not to worry. Not one line of code has been written for that. And I am nowhere close to starting on it, either. | |
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Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Fighter Construction (Modular Parts) Tue Oct 22, 2013 3:11 pm | |
| There is not much to discuss, I already summarised it all when I presented the idea for the first time a few years ago. Ships are made out of modules , each having a unique mesh so that when they are all combined together you get more or less unique fighters. Each module is edited by the player.
When a player edits a module a window pops out with a grid (like your inventory grid just with the general shape the module has). Inside that grid you put armor blocks, cables, engines, power, everything the ship needs to run and in this way you decide the ship's stats. As a result you end up with a unique shape and unique stats.
You can also use it to make other things such as torpedoes for example or guns. If we look at a torpedo it will be one module that is a quite narrow cylinder, means you will have to think about what's really important for your torpedo to function.
If you want to dive into the topic any further it is necessary for you to begin programming it. The only thing that can be discussed at a level of discussion only is the mechanic in general, for the rest you need to work with it to feel it and to make sure you don't miss any specifics. | |
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