- Joined
- Apr 23, 2013
- Messages
- 287
- Reaction score
- 101
My EarthGov ships: http://star-made.org/content/earthgov-shipyards-theimperialdonut
My Halo fleet project: http://star-made.org/content/unsc-shipyard-theimperialdonut
My Advanced Combat proposal: http://star-made.org/content/advanced-combat-proposal-tid
My blue UI mod: http://star-made.org/content/donuts-blue-ui-mod
Updates:
- 6/6/2013 Added mass restriction and directional shielding proposals.
- 6/7/2013 Reworked power, shielding and sector mmass limits.
- 7/7/2013 Touched up yesterday's reworks.
=[ Advanced Buildmode Min/Max Buttons ]=
Add 6 tiny buttons to the advanced buildmode brush dimensions next to the current arrow buttons that allow you to one click maximize and minimize that axis in length. This would save one so much time by not having to click the damn button 9 times to get it to where you want it to be, because lets be honest, we mostly use either 1 or 10 on every axis.
=[ Mass Restriction In Core Sectors ]=
Mass restrictions on the center sectors, inspired by EVE's security space.
Imagine a spawn sector with no massive ships camping it and a zone around it that's safe for new and respawning players roam and build up without having to fear massively oversized pirate players decimating everything they worked for. For example, you are killed and respawn at the default shop/station, normally a few large ships permanently inhabit this sector to either scare or harass new or respawning players.
This time round however, the player doesnt see anything larger than starter craft and small fighters flying around and nothing too big in the surrounding sectors either. He gets a chance to start gathering materials without interference from folks in much bigger ships denying him any chance at a good start and rebuilding his lost resources.
If you travel out further you will start seeing bigger and bigger ships untill you reach deep space where all ship sizes are allowed and everything goes. Players could even just pick their battles by fair size by finding others in a certain zone of mass restriction and engaging them, for when you really dont feel like taking on yet another massively oversized ship with your elegant frigate.
Now when you do try to cross a border into a sector that your ship is not allowed in, you will be gently pushed back with increasing force untill you are no longer in the sector, if you try to build too big inside a sector, it will simple refuse to place the latest block and notify you why
the exact boundaries are debateable, but the concept is what matters here.
=[Directional/Locational Shielding]=
A rework of the current system for shields that forces you to rethink setting up shields and have to consider things like coverage and locational capacity. Have the current blocks only provide the shield regeneration rate but add field capacitors to cover certain area's of your ship, by default only the ship core would provide a small range shield coverage with some shield capacity but by placing shield capacitors you can increase both. Those capacitors would need to be placed throughout the ship to provide capacity and coverage to certain parts of the ship, so if the front of your ship is uncovered by the core shield, use a capacitor extender to add shielding to that area.
Now, the exact values are up for debate, but say a core has a range of 20 blocks and a capacity of 30.000 points, and a shield capacitor has a range of 30 blocks and 2.000 capacity. Placing a capacitor on an uncovered part of the ship will provide a 2.000 point shield in a 30 block radius of that module, so if someone where to shoot at that part of the ship, they would have to do a total of 2.000 damage to get through it and start damaging blocks.
If he were to destroy most of that section of the ship and moves on to the next section that also houses your core he would find that another shield blocks his fire (the core's default shield). after taking that down he can then start directly damaging the blocks around your core. So this way a part of your ship's shielding might get overwhelmed by enemy fire, but the rest of your ship would still be shielded by the emiters who's area of influence hasnt yet been attacked.
But since 2.000 points of shielding is actually not a lot of protection, you can have the shields overlap, so placing 2 modules right next to eachother will provide a 4.000 point shield in that 30-ish radius (30-ish since the blocks dont 100% overlap due to being nex to eachother) [Point B on the picture]. So if you build a ship that needs lots of shielding on the frontal armor plates, just place a whole lot of capacitors near that area to provide a high capacity shield [Point A on the picture].
But so far we've assumed that shields dont regenerate in battle. This could be the case, but a way to keep regeneration in battle is to allow every capacitor module a basic recharge rate, so lets say a capacitor can regenerate 100/second (or 5%) and the core can regenerate 300/second. A capacitor could fill up its capacity in about 20 seconds and a core in 100 seconds, provided that the afore mentioned current shield blocks output enough regeneration for the capacitors to use up for their regeneration limit.
Meaning that if you only produce 67/second with the shield regeneration blocks in total, you can only charge your capacitor blocks or core at a 67/second rate. If you produce 135/second, you can either power a capacitor at its full 100/second limit, or your core with 135/second (since its limit is 200/second). If both modules are trying to charge, the total production will be distributed evenly amongst all modules that need it, this way you wont need to match the total regeneration capacity of your entire ships shielding, but only the total of the amount of modules that you think would need it in a battle.
=[Projectable Holograms]=
Id like to suggest a new block (yes I know, shockingly original): The Projector block!
Place one of these down and open its interface, it will llet you choose what to display, like maybe a 3D map, ship or character skin. Once one of these options is chosen the block above the hologram block (if free) will change into a hologram, displaying the object you chose to display in a walk- and seethrough way.
Additionally youll be able to increase the size of the projection by building a bigger projector base, something like 1x1, 2x2, 3x3, 4x4 producing similarly increased sizes of hologram. For example: a 5x5 projector base will project a 5x5x5 hologram above it, the exact same image as how a 1x1x1 hologram would be displayed, only scaled up.
Especially the planned 3D map would look very cool as a big hologram on your bridge.
Quick example (replace the glass with the projection):
=[The M&M Proposal]=
Yesterday evening we had a little talk about the current planets and how they are kind of hideous to look at from certain angles, besides gravity being somewhat clunky, so, someone came up with the idea of adjusting the current planet generation to generate double-sided planets.
It's basically this: Take the generation script for flat planets and apply it to both sides of the same circular shape, aditionally decreasing the disc's diameter near the edges untill both sides meet, creating a nice rounded edge. Now add gravity to both sides and make ore spawns more common the closer you get to the planet's core to make mining a lot more interesting (and viable with more valuable spawns overall).
Cal and I thought this would result in much better looking planets, gravity that makes more sense, more sensible access to ores and a way more realistic representation of planets.
For folks who are worried about gravity glitching out in the core of the planet when making a hole: the pull of the planet will start to fall off near the core but will keep you in the center (gently pushes you, no spazzing out) unless you have the thrust to counteract the gravity or dig/climb your way out of the hole you created. You can never be stuck there since a player can always easily remove blocks, and so dig his way out (your ship can be another story, but thats no different from being stuck on a planet atm).
If this doesn't make sense yet, this concept cross-section will (hopefully) demonstrate perfectly what I mean:
I hope this explains why this sounded like such a good idea to us and of course let me know what you think and if this could benefit from any changes.
My Halo fleet project: http://star-made.org/content/unsc-shipyard-theimperialdonut
My Advanced Combat proposal: http://star-made.org/content/advanced-combat-proposal-tid
My blue UI mod: http://star-made.org/content/donuts-blue-ui-mod
Updates:
- 6/6/2013 Added mass restriction and directional shielding proposals.
- 6/7/2013 Reworked power, shielding and sector mmass limits.
- 7/7/2013 Touched up yesterday's reworks.
=[ Advanced Buildmode Min/Max Buttons ]=
Add 6 tiny buttons to the advanced buildmode brush dimensions next to the current arrow buttons that allow you to one click maximize and minimize that axis in length. This would save one so much time by not having to click the damn button 9 times to get it to where you want it to be, because lets be honest, we mostly use either 1 or 10 on every axis.
=[ Mass Restriction In Core Sectors ]=
Mass restrictions on the center sectors, inspired by EVE's security space.
Imagine a spawn sector with no massive ships camping it and a zone around it that's safe for new and respawning players roam and build up without having to fear massively oversized pirate players decimating everything they worked for. For example, you are killed and respawn at the default shop/station, normally a few large ships permanently inhabit this sector to either scare or harass new or respawning players.
This time round however, the player doesnt see anything larger than starter craft and small fighters flying around and nothing too big in the surrounding sectors either. He gets a chance to start gathering materials without interference from folks in much bigger ships denying him any chance at a good start and rebuilding his lost resources.
If you travel out further you will start seeing bigger and bigger ships untill you reach deep space where all ship sizes are allowed and everything goes. Players could even just pick their battles by fair size by finding others in a certain zone of mass restriction and engaging them, for when you really dont feel like taking on yet another massively oversized ship with your elegant frigate.
Now when you do try to cross a border into a sector that your ship is not allowed in, you will be gently pushed back with increasing force untill you are no longer in the sector, if you try to build too big inside a sector, it will simple refuse to place the latest block and notify you why
the exact boundaries are debateable, but the concept is what matters here.
=[Directional/Locational Shielding]=
A rework of the current system for shields that forces you to rethink setting up shields and have to consider things like coverage and locational capacity. Have the current blocks only provide the shield regeneration rate but add field capacitors to cover certain area's of your ship, by default only the ship core would provide a small range shield coverage with some shield capacity but by placing shield capacitors you can increase both. Those capacitors would need to be placed throughout the ship to provide capacity and coverage to certain parts of the ship, so if the front of your ship is uncovered by the core shield, use a capacitor extender to add shielding to that area.
Now, the exact values are up for debate, but say a core has a range of 20 blocks and a capacity of 30.000 points, and a shield capacitor has a range of 30 blocks and 2.000 capacity. Placing a capacitor on an uncovered part of the ship will provide a 2.000 point shield in a 30 block radius of that module, so if someone where to shoot at that part of the ship, they would have to do a total of 2.000 damage to get through it and start damaging blocks.
If he were to destroy most of that section of the ship and moves on to the next section that also houses your core he would find that another shield blocks his fire (the core's default shield). after taking that down he can then start directly damaging the blocks around your core. So this way a part of your ship's shielding might get overwhelmed by enemy fire, but the rest of your ship would still be shielded by the emiters who's area of influence hasnt yet been attacked.
But since 2.000 points of shielding is actually not a lot of protection, you can have the shields overlap, so placing 2 modules right next to eachother will provide a 4.000 point shield in that 30-ish radius (30-ish since the blocks dont 100% overlap due to being nex to eachother) [Point B on the picture]. So if you build a ship that needs lots of shielding on the frontal armor plates, just place a whole lot of capacitors near that area to provide a high capacity shield [Point A on the picture].
But so far we've assumed that shields dont regenerate in battle. This could be the case, but a way to keep regeneration in battle is to allow every capacitor module a basic recharge rate, so lets say a capacitor can regenerate 100/second (or 5%) and the core can regenerate 300/second. A capacitor could fill up its capacity in about 20 seconds and a core in 100 seconds, provided that the afore mentioned current shield blocks output enough regeneration for the capacitors to use up for their regeneration limit.
Meaning that if you only produce 67/second with the shield regeneration blocks in total, you can only charge your capacitor blocks or core at a 67/second rate. If you produce 135/second, you can either power a capacitor at its full 100/second limit, or your core with 135/second (since its limit is 200/second). If both modules are trying to charge, the total production will be distributed evenly amongst all modules that need it, this way you wont need to match the total regeneration capacity of your entire ships shielding, but only the total of the amount of modules that you think would need it in a battle.
=[Projectable Holograms]=
Id like to suggest a new block (yes I know, shockingly original): The Projector block!
Place one of these down and open its interface, it will llet you choose what to display, like maybe a 3D map, ship or character skin. Once one of these options is chosen the block above the hologram block (if free) will change into a hologram, displaying the object you chose to display in a walk- and seethrough way.
Additionally youll be able to increase the size of the projection by building a bigger projector base, something like 1x1, 2x2, 3x3, 4x4 producing similarly increased sizes of hologram. For example: a 5x5 projector base will project a 5x5x5 hologram above it, the exact same image as how a 1x1x1 hologram would be displayed, only scaled up.
Especially the planned 3D map would look very cool as a big hologram on your bridge.
Quick example (replace the glass with the projection):
=[The M&M Proposal]=
Yesterday evening we had a little talk about the current planets and how they are kind of hideous to look at from certain angles, besides gravity being somewhat clunky, so, someone came up with the idea of adjusting the current planet generation to generate double-sided planets.
It's basically this: Take the generation script for flat planets and apply it to both sides of the same circular shape, aditionally decreasing the disc's diameter near the edges untill both sides meet, creating a nice rounded edge. Now add gravity to both sides and make ore spawns more common the closer you get to the planet's core to make mining a lot more interesting (and viable with more valuable spawns overall).
Cal and I thought this would result in much better looking planets, gravity that makes more sense, more sensible access to ores and a way more realistic representation of planets.
For folks who are worried about gravity glitching out in the core of the planet when making a hole: the pull of the planet will start to fall off near the core but will keep you in the center (gently pushes you, no spazzing out) unless you have the thrust to counteract the gravity or dig/climb your way out of the hole you created. You can never be stuck there since a player can always easily remove blocks, and so dig his way out (your ship can be another story, but thats no different from being stuck on a planet atm).
If this doesn't make sense yet, this concept cross-section will (hopefully) demonstrate perfectly what I mean:
I hope this explains why this sounded like such a good idea to us and of course let me know what you think and if this could benefit from any changes.