needed ship blocks during the alpha phase.

    Joined
    Apr 25, 2013
    Messages
    48
    Reaction score
    0
    • Legacy Citizen 2
    • Legacy Citizen
    I've come to the conclusion that the most efficient ship design is the one without additional weight/money. Metal blocks are pretty much aweful. Your ship should essentialy be

    -core
    -enough batteries
    -engines
    -weapons aranged in a checkerboard patern.

    Metal is also worth 125 times the ammount cost that dirt/stone is and dirt/stone aren't that much weaker. But both of these blocks are simply extra weight for your thrusters to strugle with.



    Needed blocks

    Hull
    -Plating. A block which covers nearby block faces with a panel 1/16th the height of a standard block. (kind of like the layer of snow in minecraft) This would protect parts without being as obnoxious as a full block.
    -thin- Again this would be 1/16th the width, but it'd be through the middle. of the block. To make nice looking wings for fighters and whatnot. wedge/corner versions would be good too.
    -half blocks.

    Engine
    -Fighter thrusters. Good turning and good acceleration. low max speed. Not good with lots of weight, doesn't stack well with additional extra blocks
    -Manuvering thrusters- low max speed. good turning, good for breaking.
    - standard thrusters- high max speed, poor turning.
    - gravity- to keep oneself from falling when over a plannet.
    It would be very cool if these came in a range of colours/styles.

    Weapons
    -cannon- Would create powerful single shots
    -Beam- Gets wider as the blocks do. Power consuming.
    -the above two, but the player/ai charges up each shot before releasing.
    -gun. This wouldn't be an entire block. This would be rather like the fence block in minecraft. A thin bar which sends other bars to those near it. This would be something that you'd arm fighters or turrets with. It'd start powerful but would get no stronger at three blocks long. Width would increase it's rate of fire.

    Those would all be available in one of these flavours (more of a beta thing than an alpha)
    Plasma- Slower moving, biggest explosions. (various colours) Teardrop shaped
    Laser- Fast moving, Smaller explosions (various colours) pointed on both ends
    Ion- Ignores the hull and disables systems.
    Projectile (guns, railguns) Low power but uses resources.

    also
    pylons- sends attached objects from the ship. attach custom bombs,mines, torpedos and whatnot.
    Tractor beam.
    boarding pods. (Ai and player versions)



    Power-
    Solar- gain more power when nearer to a star.
    Unfueled/reserve power- these'd be like the current battery blocks. They don't need fuel but they don't make much.
    Fueled (various fuels)- Consumes to make power, but makes far more energy than unfueled power.
    The ship would automaticaly use the least expensive form of power and when running out, switch to the next least expensive when that is out.


    misc (the most important section)
    - A trading block. This would allow you to buy/sell/swap items with nearby ships which also have a trading block. With proper ai merchant ships/stations this could make a much deeper system than visiting those giant shop rods.
    - a filter, for harvesting. If at some point the inventory becomes smaller to make way for cargo, this will be needed.
    - Different types of shields. Perhaps one which continues to function until you're out of power, or one which is weaker but recharges faster. One which has a threshhold so that attacks below a certain level don't affect the shield at all.
    -point defense laser- to shoot down incoming rockets automaticaly.
    - Long range beaconing device. To draw people to your location.
    -Hyperdrive blocks - something transports ships into a realm useable only for travel (and back). ships can't see very far and can't leave their ships or use the build feature. Moving a small distance translates to a big distance in normal space. Usage would require a chargeup and cooldown time and other ships should recieve a note when nearby ships begin to jump. Bigger ships would need bigger drives.
    - Ftl/jump drive, this would also require charging/cooling, but instead it would telleport the player's ship a given distance forward.
    -Organic hulls which repair themselves/grow over the ship... well, actualy this is kinda something to add later on in development. But i love stargate's wraith too much to not request this at some point. (again, in a variety of colours)
    - ship/misile factory. This would be where your ship/station creates new fighters/torpedos/ ships to replace it's losses. It'd be a wonder for pirate stations.


    other changes
    - doors should come in a narrow variety.
    - Cores need to have a place for the player to be at. dissapearing inside the core and then apearing at a bad location on the way out isn't realy that great.
    - Harvester beams should get wider as the blocks do. The player should want to bunch them together, not make a checkerboard patern with them.
    - some systems should pass damage onto nearby systems when hit. (cutting guns in half and hitting batteries doesn't have the effect that it should have)
    - most blocks have 100 health.. this feels wrong somehow. More of a beta thing than an alpha one though.