| Flag Ships | |
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+6tonyri Buggy1997123 The Schmetterling Commander Error ectrimble20 GLaDOS 10 posters |
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Conscript Gary Newbie
Posts : 10 Join date : 2011-10-20
| Subject: Re: Flag Ships Sun Dec 18, 2011 5:04 am | |
| While I'm down with having blocktypes for things like armor, I don't really like preconstructed things. Have a power core scale like an enchanting table, requiring the output blocks of a coolant system around it. Have armor plate blocks spread their damage to adjacent armor plate blocks if that's even possible. Multiple blocks that work and scale when used in combination, giving players a reason to build and fill rooms. Probably my favorite aspect of the industrial mods, better than wolves in particular. And maybe I'm missing something, but I don't see individual block destruction as a damper on design since fire doesn't strike extremities first.
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tonyri Newbie
Posts : 126 Join date : 2011-09-04 Age : 29 Location : Wisconsin, USA
| Subject: Re: Flag Ships Sun Dec 18, 2011 3:13 pm | |
| I think that every block used on a ship should be given a damage value, a weight value, and a temperature value. This way, different materials would be useful for different pieces. You would want your hardest materials in the front of the ship in order to assist in ramming other ships and cutting them in half (eg. diamond, titanium-carbon alloys) (don't steal my idea ), the high melting point blocks would be used to contain engine and computer cores from the rest of the ship, (eg. Tungsten, Chromium) and the light materials would form the spine of the ship to use less fuel. (Carbon Nanotubes, Aluminum) The damage and temperature values would only affect each individual block, (temperature might heat or cool adjacent blocks, not sure yet) but the core block would add the engine thrust and subtract the structure weight to find the acceleration speed. I don't know yet how the engine direction will work. It doesn't really make sense to be able to accelerate backwords if your ship only has rear engines. Also, would ships be able to turn? Because most of the ship designs I have seen so far don't have burst engines on the sides to allow them to roll, yaw, or pitch. | |
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GLaDOS Infantry
Posts : 703 Join date : 2011-12-12 Age : 54 Location : At Aperture Science, testing P-Body and Atlas.
| Subject: Re: Flag Ships Wed Dec 21, 2011 11:23 pm | |
| So, if you did do separate modules, it would be like Star Ruler? | |
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ectrimble20 DEV
Posts : 441 Join date : 2011-11-07
| Subject: Re: Flag Ships Wed Dec 21, 2011 11:26 pm | |
| Kinda, only instead of placing things into a blue print schematic like in SR, you'll be actually placing the components in your ship. | |
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Cason22 Newbie
Posts : 13 Join date : 2011-12-20
| Subject: Re: Flag Ships Thu Dec 22, 2011 3:07 pm | |
| - ectrimble20 wrote:
- Kinda, only instead of placing things into a blue print schematic like in SR, you'll be actually placing the components in your ship.
I think you should be able to both but when you do it by hand you can use some extra very useful tools, like mechanical arms ect. | |
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Buggy1997123 DEV
Posts : 394 Join date : 2011-10-18 Location : Somewhere, somewhen.
| Subject: Re: Flag Ships Thu Dec 22, 2011 4:52 pm | |
| - Cason22 wrote:
- ectrimble20 wrote:
- Kinda, only instead of placing things into a blue print schematic like in SR, you'll be actually placing the components in your ship.
I think you should be able to both but when you do it by hand you can use some extra very useful tools, like mechanical arms ect. Why the eff does everyone want mechanical arms? Do they not realize we could very well replicate the movement system in Shattered Horizon? Magnetic boots too. Thats a effin lot better than mechanical arms. Flyin through space like a BOSS, shooting people with sub-machine guns while flying through space between asteroids. LIKE A &$%^$^# BOSS! And yet, everyone wants stupid, slow, weak mechanical arms. *thinks* *5 minutes later* Fine, they could be cool if done right. But still! | |
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ectrimble20 DEV
Posts : 441 Join date : 2011-11-07
| Subject: Re: Flag Ships Fri Dec 23, 2011 3:00 am | |
| Mechanical arms..... like a boss. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Flag Ships Fri Dec 23, 2011 3:38 am | |
| It's decided, then. Ectrimble is programming robotic arms. I look forward to it. | |
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Conscript Gary Newbie
Posts : 10 Join date : 2011-10-20
| Subject: Re: Flag Ships Fri Dec 23, 2011 3:39 am | |
| As I say, it's more the mechanics that allow the arms. Ones which could presumably allow transforming/otherwise nonstatic ships. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Flag Ships Fri Dec 23, 2011 4:53 am | |
| I actually have plans to do a mod after futurecraft for complex mechanical devices. The plan is for reasonably realistic mechanical motion utilizing the Copernicus framework and make things like factories and walking machines. But there's plenty to do and I don't intend to include any of it with futurecraft, except for maybe turntables or lifts. I will say that robotic arms or transforming ships would be really complicated to pull off, and can't be treated like some random extra feature. | |
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Cason22 Newbie
Posts : 13 Join date : 2011-12-20
| Subject: Re: Flag Ships Sat Dec 24, 2011 6:08 am | |
| - fr0stbyte124 wrote:
- I actually have plans to do a mod after futurecraft for complex mechanical devices. The plan is for reasonably realistic mechanical motion utilizing the Copernicus framework and make things like factories and walking machines. But there's plenty to do and I don't intend to include any of it with futurecraft, except for maybe turntables or lifts. I will say that robotic arms or transforming ships would be really complicated to pull off, and can't be treated like some random extra feature.
You could maybe include some Buildcraft features in to futurecraft to make it more economical and easier to get ores it would also make more futuristic. This could also help you focus your time on other matters. | |
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