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- Oct 13, 2013
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The other night I had an idea (you know, one of those middle-of-the-night brainwaves) for a few new ways that StarMade blocks could be connected to expand the current, extremely useful logic block system. This would not require any new blocks.
Idea One: Weapon Block Linkage:
Right now, weapon computers (including missiles, beams, cannons, salvage, etc.) can be slaved to an activation block, or other logic block, to fire without needing a player in that computer. And that's super cool. But I had another idea to expand on that system:
What if a logic block (or other weapon block) could be slaved to the weapon computer? When the computer fires (either because it is activated by a logic block or by a player in the ship core/computer clicking), it sends an ON signal. Otherwise, it sends an OFF signal.
Possible Uses:
There are dozens of possible awesome applications of this. Here's a few I came up with:
Idea Two: Activation Blocks as Weapons
My other idea was similar to the first one, and either or both could be implemented. Basically, my idea is that you could link a ship core to an activation block, and if you did, that activation block would appear on the weapons list when flying the ship. Whenever you clicked with that weapon selected, the activation block would output ON. Otherwise, it would be OFF. You could use this to create systems on the ship that are controlled by the pilot, such as openable and closable doors, launchable drones, and, of course, more complicated mixed-weapons systems such as those I detailed above.
Thanks for listening to my ideas!
Idea One: Weapon Block Linkage:
Right now, weapon computers (including missiles, beams, cannons, salvage, etc.) can be slaved to an activation block, or other logic block, to fire without needing a player in that computer. And that's super cool. But I had another idea to expand on that system:
What if a logic block (or other weapon block) could be slaved to the weapon computer? When the computer fires (either because it is activated by a logic block or by a player in the ship core/computer clicking), it sends an ON signal. Otherwise, it sends an OFF signal.
Possible Uses:
There are dozens of possible awesome applications of this. Here's a few I came up with:
- Weapon Firing Effects. You can make things light up, open and close doors to simulate mechanisms or missile hatches opening, and do other things to simulate a really cool weapon firing effect.
- Linked Weapons. You could link the computer to another weapon, and have them both fire simultaneously. Do you want to have both a rapid-fire ion cannon and a slow-firing explosive cannon on the same trigger? No problem!
- Staggered Weapons. Right now, having, say, two slow-firing AMC's on the same computer isn't really that useful except to deal more damage if you happen to hit with both. But with logic blocks, you could have a computer linked to a delay linked to another computer which would mean that when you fired one weapon, a second or so later the other one fires. This would mean that you would fire, say, the left cannon, then the right cannon, then the left cannon, etc. instead of both cannons, long delay, both cannons. This might help you hit with non-rapid weapons, and put an intermediate step between a non-rapid weapon and a rapid-weapon.
Idea Two: Activation Blocks as Weapons
My other idea was similar to the first one, and either or both could be implemented. Basically, my idea is that you could link a ship core to an activation block, and if you did, that activation block would appear on the weapons list when flying the ship. Whenever you clicked with that weapon selected, the activation block would output ON. Otherwise, it would be OFF. You could use this to create systems on the ship that are controlled by the pilot, such as openable and closable doors, launchable drones, and, of course, more complicated mixed-weapons systems such as those I detailed above.
Thanks for listening to my ideas!
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