PH3RR3T'S GREAT BIG LIST OF BLOCK IDEAS & STUFF

    Joined
    Feb 19, 2014
    Messages
    21
    Reaction score
    0
    To keep from stopping myself from getting all the ideas out first, I've not bothered fully explaining most of the following ideas. So some of them may sound a bit flimsy for now. I'll add individual posts later on describing groups of blocks and link each post under its respective group. Harsh critizism is welcome, though do try to explain your views rather than just ranting / yelling at me. Thank you.













    --------------------CORES--------------------


    SHIP CORE: (Player Core)

    -----Slap this on a mass of blocks and gain the ability to fly it. As does everyone else. Will need to add power and thrust to go anywhere, unless thats already there. Employs a field of influence around itself, if the object its attached to is larger than the field, the core will be unable to move it.



    ALLY CORE:

    -----Adding this to blocks causes them to be controlled by the Shop Faction once you activate it. Requires time and energy to activate.



    PIRATE CORE:

    -----Do I even have to say it? Attaching this and activating it will cause the connected blocks to try and kill you, and your friends, and everything else. Requires time and energy to activate.



    SHOP MODULE: (Shop Core)

    -----This turns the receiving build into a shop. Won't work if connected to Thrusters. Ignore Thrusters if Quantum Anchor is active. Requires time and energy to activate.



    SOLAR CORE:

    -----Center of a star, aka sun, aka giant ball of fiery death. It can be attached to other objects, including planets, stations, and ships. Solar Cores themselves do no damge to anything when attached to other objects. Untill powered up, it remains a super-heavy paperweight. Also, becomes heavier the more power the object it is attatched to generates.

    -----Once a Solar Core is supplied with enough power, it will activate, sustaining itself, and producing Solar Plasma. Should the total energy production of the object it is attached to drop below a certain point, the Solar Core will deactivate and cease generating Solar Plasma.

    -----When active, a Solar Core will generate blocks of Solar Plasma in a sphere, up to 500 blocks away. The radius of the sphere depends on the amount of energy the object it is attached to generates. The frequency at which it generates is similarly tied to how fast said object generates energy. This Solar Plasma can be salvaged, and will continue to generate untill the Solar Core deactivates.

    -----If a Solar Core is destoryed, it will power any remaning shields of the object it is attached to, or deploy its own, to contain its blast within a smaller area, preventing their destruction from being too overpowered. (Said shield(s) won't stop you from flying into or out of the blast radius though.)



    SOLAR PLASMA:

    -----Phased block that is generated by Solar & Void Cores. Is composed of various valuable gasses. Equal to a very large amount of fuel. Direct contact with Solar Plasma blocks causes insane damage. If a block touches it, it touches another block, or it tries to generate where another block exists, said other block will be destoryed near instantaneously.



    VOID CORE:

    -----Event horizon, point of no return. Crushes even sector sized objects into the space of atoms. As with the Solar Core, can be attatched to planets/ships/structures. Void Cores themselves do no damge to anything when attached to other objects. Also, becomes heavier the more power the object it is attatched to generates.

    -----Once a Void Core is supplied with enough power, it will activate, sustaining itself, and producing Void Plasma and Solar Plasma. Should the total energy production of the object it is attached to drop below a certain point, the Void Core will deactivate and cease generating both kinds of plasma.

    -----When active, a Void Core will generate blocks of Void Plasma in a sphere, up to 50 blocks away and Solar Plasma after that in a disk from 51 blocks away up to 250 blocks away. The radius of the sphere and then the disk depends on the amount of energy the object it is attached to generates. The frequency at which it generates is similarly tied to how fast said object generates energy. This Void Plasma & Solar Plasma can be salvaged, and will continue to generate untill the Void Core deactivates.

    -----If a Void Core is destoryed, it will power any remaning shields of the object it is attached to, or deploy its own, to contain its implosion within a smaller area, preventing their destruction from being too overpowered. (Said shield(s) won't stop you from flying into or out of the implosion radius though.)



    VOID PLASMA:

    -----Phased block that is generated by Void Cores. Is composed of many valuable elements. Equal to a very large amount of mass. Direct contact with Void Plasma blocks causes insane damage. If a block touches it, it touches another block, or it tries to generate where another block exists, said other block will be destoryed near instantaneously.



    QUANTUM LOCK:

    -----Locks attached ship/structure to that of the one who placed it. Has a player white-list and a player black-list. If owner belongs to a faction, then the faction's leader is automatically added to the white-list.



    QUANTUM ANCHOR:

    -----Build it into something to hold it in place within the universe. If activated on any object with Thrusters, will dissable them, also allowing Shop Cores to function on ships. Requires time and energy to activate and lots of energy to maintain. Deactivating it will reactivate Thrusters. Dangerous if destoryed while active.



    CONTROL UNIT:

    -----This is to a Player Core, what telephone poles & power cables are to power stations. Each employs its own field of influence in addition to the Core's. The Core's field, and the fields of Control Units can be enlarged by building them into arrays.



    BUILD CORE: (Engineering Station)

    -----A form of dumbed down core that does nothing but allow you another point of access to an object's build mode. Employs its own field of influence on planets, within which is the only place one can build (within the field). Said field blends with those of Control Units & Player Cores. (Originally called a Build Core.) Naturally generated block can not be removed instantly by using an Engineering Station, (they'ed take a bit to dissapear, equal to how long it would take to break it with a tool or salvager).







    --------------------ENERGY GENERATORS--------------------


    SOLAR PANEL:

    -----Its already been mentioned and will probably make it into the game anyway. Cheap, efficient energy generating device, very weak, requires line of sight to function. Produces energy depending on orientation in relation to the nearest Solar Core and distance from said Solar Core. If built into turrets, turret will turn to point Solar Panels directly at closest Solar Core. Is immune to light/heat damage from Solar Cores.



    DYNAMO:

    -----Middle level energy generating device. Requires fuel to function; water, lava, acid, wood, coal, etc. Can pull fuel from Fuel Tanks or Plex Storage. Even cheaper than Solar Panel, less efficient, and heavier.



    SD HCT xm3.4 Power: (Nuclear Reactor)

    -----Currently known simply as the Reactor, this is the high end energy generator. Uses radioactive materials as fuel; Iridium, Radium, Plutonium, Uranium, & Thorium. Extremely efficient, medium weight, expensive.



    SD pc1.3 Power Tank: (Energy Cell)

    -----This little block can be bought or sold, empty or full, of energy. Holds up to 256 units. Can't be picked up while charging or draining. If destoryed while containing energy, will explode. If destoryed empty, just breaks. Fills with energy from generators once generator storage is full. Drains of energy when energy drain of connected structures exceeds maximum output of generators.



    FUEL TANK / LIQUID TANK / FLUID TANK / BARREL:

    -----This little block can be bought or sold, empty or full, of liquids. Each block contains only one KIND of liquid at a time. Holds up to 256 units. Can't be picked up while filling or draining. If destoryed while containing certain liquids, will explode. If destoryed empty, just breaks. Fills with liquids gained from Salvagers or those placed directly into ship storage.







    --------------------THRUSTERS--------------------


    Hyperflux Coil Thruster: (Ion Thruster)

    -----Energy powered thruster. Cheap, light-weight, efficient, low thrust.



    ROCKET BOOSTER:

    -----Fuel powered thruster. Cheaper, heavy-weight, less efficient, medium thrust.



    NUCLEAR THRUSTER:

    -----Radiation powered thruster. Expensive, medium-weight, highly efficient, high thrust.



    GRAVITY IMPULSE:

    -----Energy powered thruster. Insanely expensive, medium-weight, insanely efficient, insane thrust.

    -----(Probably need either a Solar Core, Void Core, or both to help build this. Not as components though.)







    --------------------MODULES--------------------


    COMPUTER: (Originally Weapons Computer)

    -----Various systems can be slaved to this block to use/control them; weapons, energy generators, shields, gravity generators, thrusters, lights, doors, elevators, sensors, docks, turrets, etc. Can even be slaved to other Computers. Clicking on one directly brings up three choices; On, Off, Toggle. On turns all slaved objects on, ditto Off turning slaved objects off. Toggle switches the state of all slaved objects.



    TERMINAL:

    -----Can be slaved to other objects to leave messages when said objects are destoryed, log statistics, and record times players accessed directly connected objects. (Try building one on a Kamikazi Drone.)



    GRAVITY INDUCER: (Originally Gravity Unit)

    -----When interacted with, orients player in relation to the connected Core, and activates gravity for said player. Can be set to override local gravity fields to a small, pre-defined area, in various shapes. Usefull for gravity elevators.

    -----Settings: Field Direction, Field Strength, Field Shape, Field Size, Distance from Inducer.



    Plex Lifter: (Elevator)

    -----When interacted with, teleports player to opposite end of connected blocks. Maintains orientation. (AKA, same as current. Don't fix what ain't broken.) Currently does not work if Thrusters are present and active. Comes in various shapes. (Imagine its a pipe from Mario, in one end, out the other. Doesn't have to be a straight line.)



    Plex Undeathinator: (Molecular Reconstructer)

    -----Sets the player's spawn point to itself when interacted with. (AKA, spawn point.) Shares the Shop Core's and Elevator's dislike of activated Thrusters.







    --------------------ELECTRONICS--------------------


    SCANNER:

    -----Used to determine the composition of planets, structures, and ships. Stronger Scanners have longer range and show more details.



    RADAR:

    -----Used to monitor space around the connected object. Stronger Radars have longer range and show more details.







    --------------------HULLS--------------------


    PLEXTAINUM: (AKA Glass)

    -----Basic Hull; low cost, mass, & durability. Comes in all shapes and colors.

    ALUMINIUM: (AKA Hull)

    -----Basic Hull; low cost, mass, & durability. Comes in a range of shapes.

    STEEL: (AKA Hardened Hull.)

    -----Basic Hull; low cost, medium mass & durability. Comes in a range of shapes.

    TUNGSTEN: (Super Hardened Hull that doesn't exist yet.)

    -----Basic Hull; medium cost, high mass & durability. Comes in a range of shapes.

    MAGNETIC:

    -----Advanced Hull; medium cost, mass, & durability. Comes in a range of shapes.

    -----Magnetizes player's boots allowing them to walk along the surface reguardless of local gravity.

    -----Effect can be turned on and off. Low energy drain per block.

    PHASED: (AKA, Force Field)

    -----Advanced Hull; high cost, low mass, medium durability. Comes in all shapes & colors.

    -----Friendly and allied players can pass through unobstructed. Enemy players as well as weapons fire is blocked.

    -----Can be turned on and off. High energy drain per block.

    ADAPTIVE: (Linear, Parallel)

    -----Variable Hull; low cost, mass, & durability. Comes in all shapes and colors.

    -----Gains durability in proportion to the mass & durability of the object it is attached to.

    COMPOUND: (Gravimetric, Nanite, Additive, Exponential)

    -----Variable Hull; high cost, low mass & durability. Comes in a range of shapes.

    -----Gains mass & durability the more of them used in a build.







    --------------------WEAPONS COMBOS--------------------


    Developer planned weapons & combos: http://star-made.org/content/new-years-news



    CANNON + ENERGY GENERATOR: RAIL GUN

    MISSILE + ENERGY GENERATOR: EMP MISSILES

    BEAM + ENERGY GENERATOR: ENERGY INJECTOR

    BEAM + GRAVITY GENERATOR: TRACTOR BEAM

    BEAM + ENERGY CELL: ENERGY SIPHON

    PULSAR + ENERGY GENERATOR: ELECTRO MAGNETIC PULSE (EMP)

    PULSAR + GRAVITY GENERATOR: REPULSOR BUBBLE

    MINES + ENERGY GENERATOR: EMP MINES

    MINES + GRAVITY GENERATOR: GRAVITY TRAPS



    Currently the AnitMatter Cannons (AMCs) are essential ship sized rifles/blasters/machine guns. Why not make them into weapons that shoot actual antimatter? (Which explodes more the more mass it destorys.)

    CANNON + SOLAR CORE + VOID CORE: ANTIMATTER PROJETOR
     

    Ithirahad

    Arana'Aethi
    Joined
    Nov 14, 2013
    Messages
    4,150
    Reaction score
    1,330
    • Purchased!
    • Top Forum Contributor
    • Legacy Citizen 8
    A sonic weapon in space is completely and utterly illogical. Just saying.
     

    NeonSturm

    StormMaker
    Joined
    Dec 31, 2013
    Messages
    5,110
    Reaction score
    617
    • Wired for Logic
    • Thinking Positive
    • Legacy Citizen 5
    WOW, that was LONG :)


    SOLAR PLASMA:

    -----Phased block that is generated by Solar & Void Cores. Is composed of various valuable gasses. Direct contact causes insane damage.


    lol. I would like to see sanity-damged player avatars too :)


    QUANTUM LOCK:

    -----Locks attached ship/structure to that of the one who placed it. Has a player white-list and a player black-list. If owner belongs to a faction, then the faction\'s leader is automatically added to the white-list.


    +1. How about \"higher rank players within this faction\"? But why do you not just suggest a modification for faction block and an additional player block?


    ENGINEERING STATION:

    -----A form of dumbed down core that does nothing but allow you another point of access to an object\'s build mode. Employs its own field of influence on planets, within which is the only place one can build (within the field). Said field blends with those of Control Units & Player Cores. (Originally called a Build Core.)


    I like your approach on this evenly with my own require power-per-placed-block-approach.

    But it is abuse-able (place an engineering station before you remove a 10^3 cube is almost as fast. Just 1 click more) and needs to be refined.


    ELEVATOR:

    -----When interacted with, teleports player to opposite end of connected blocks. Maintains orientation. (AKA, same as current. Don\'t fix what ain\'t broken.) Currently does not work if Thrusters are present and active. Comes in various shapes.


    THIS! It would just teleport a player instead of the currently-broken PlexLift plates. If it works like the core eject, it would need free 3x3x3 cubes somewhere.


    --------------------WEAPONS & COMBOS--------------------


    Do you not know the master-slave system? I will not comment that. read this first.



    --------------------------------------------------------



    I like some suggested things, but why do you rename existing things?

    It clutters everything up.
     
    Joined
    Feb 19, 2014
    Messages
    21
    Reaction score
    0
    Deletions:

    -----Removed the parts in the Weapon Combos sections that reiterated what the dev\'s were already going to do. (Apparently it was confusing to NeonStrum.)



    Revisions:

    -----Solar Core, Solar Plasma, Void Core, & Void Plasma modified so that the cores do no damage on their own, its the plasma they generate that can be used as a weapons.

    -----Engineering Station (Build Core), Gravity Inducer (was Gravity Generator), & Elevator entries have been modified to various degrees.

    -----All previously added hulls have had their explanaitions reorganized.

    -----AntiMatter Projector\'s entry was redone.



    Additions:

    -----Plextanium, Magnetic, & Phased Hull types.

    -----Link to the news page concerning the Master/Slave weapon system.

    -----Image displaying pure weapon combos for said system.
     
    Joined
    Aug 28, 2013
    Messages
    1,831
    Reaction score
    374
    • Legacy Citizen 2
    • Top Forum Contributor
    • Legacy Citizen
    Waitttt....

    Why do you have to go and change everything? Different cores for pirates, allies, and stations? What if something doesn\'t have one of your cores, what is it? What about the current system of ship/station do you think would be improved by changing all of this?

    Also, all of your power systems require fuel, except for the solar generator, which is also limited. Having fuel for some types of reactors might be okay but requiring fuel for everything, even fighters, would turn Starmade into Spacecraft Fueling Simulator 2014

    Also, why the change to the gravity module? Unessacary complitcation of changes for what gameplay benefit?
     

    NeonSturm

    StormMaker
    Joined
    Dec 31, 2013
    Messages
    5,110
    Reaction score
    617
    • Wired for Logic
    • Thinking Positive
    • Legacy Citizen 5
    would turn Starmade into Spacecraft Fueling Simulator 2014


    lol, yes. Wanna make a new game?

    Java+GPL (GPL to make everybody be able to laught about the implemention), 4-dimensional to start with, maybe a second forth, fifth and sixth dimension later :D
     
    Joined
    Aug 6, 2013
    Messages
    405
    Reaction score
    47
    In what world does a rail gun use gravity as its driving force? Rail guns use railes and a conductive projectile to complete an electrical circuit, at which point large amounds of energy are jammed through it causing the projectile to be pushed from the electromagnetic forces down the rails. The longer the projectile is in contact with the rails, the more speed it can generate, but requires more energy to do so.

    A gravity based weapon would be more in line with a GUASS weapon, though only partly. Guass weapons still use electromagnitisum to pull/push a projectile down a barrel, much like how a monorail works


    Also, your quantum lock having a black list is redundant, because the act of putting it on IS a black list for everyone but yourself, and you add exceptions to that umbrella.



    Any of the hulls above tungsten are silly. Why magnetic hulls? Just have magnetic boots that can attach to any metalic hull. Phased makes no sense. Just have a door. Make an air-lock for double layer and your desired barrier for friend and ally to pass through. And hull getting stronger based on mass or number of blocks is downright silly. Wrap your core in one layer of that, then make massive chunks of that block way the flip over there and suddonly your hull is even more protected.... no.
     
    Joined
    Feb 19, 2014
    Messages
    21
    Reaction score
    0
    itmauve,

    -----What does an object become if it doesn\'t have a core? Asteroid, Moon, Planet. Chunk of floating debi. Someone already suggested Space Hulks, objects that wouldn\'t have cores it them.

    -----As far as I know, in the future energy generators, with the exception of the Solar Panel, would require fuel to function anyway. I was just exploring what exactly those modules would use for fuel.

    -----As for the Gravity Module, it would default to the current behavior to avoid confusion. That way people that don\'t want to bother with the complex options can just place and go as now, and those that want to can do all kinds of fun stuff with them.



    lazarus78,

    -----Picky lot aren\'t we? Fine, I\'ll cnange it to an Energy Generator, its not like we have any magnet related blocks.

    -----The white list for both the Faction Module & the Quantum lock would be for those players that can use/edit the attached structure. The black list for both modules would be for those factions or players you would like the attached ship/structure to attack reguardless of other variables, kinda like how turrets automatically attack pirates.

    -----Magnetic Hull I came up with so that players could walk on walls & ceilings in relation to the direction of gravity. Would make it possible to walk from floor, to wall, to ceiling and back again without ever touching a gravity module. Would make for some cool player VS player arenas.

    -----http://universalse.boards.net/

    -----Phased Hull, AKA Force Field blocks, are already in the USE mod, fully functional, I\'m just restating them here because I like the idea. And having a block that deflects attacks as well as keep out unwanted guests without having to turn it on and off; Whats so bad about that?

    -----Adaptive Hull is my own go at adding more color hulls to the game without having them be too weak on larger ships. Also, they\'ed only be usefull as an outer layer of hull, otherwise they would take up space for blocks that would help make them stronger.

    -----Compound Hull is what NeonStrum came up with in response to my Adaptive Hull. Basically, it gets stronger the more of it you place on an object. It also gets very heavy too. Would probably need to have a mass/durablity cap a certain percentage above the ship itself to keep it from becoming too strong.
     
    Joined
    Aug 28, 2013
    Messages
    1,831
    Reaction score
    374
    • Legacy Citizen 2
    • Top Forum Contributor
    • Legacy Citizen
    Where did you hear about all reactors requiring fuel? I\'d be okay with some types of power besides our xm3.4 requiring fuel (so fielding a capital ship requires fuel and therefore a support ship/supply line) but having to go and get fuel when you\'re just starting out with your noobship or having to refuel all your fighter drones or turrets would be absolutely ridicolus.

    As for solar power, I\'d rather it be a simple station-only high-power generator system, and it doesn\'t matter if you\'re close to the sun or not. Simply because then large factions would have the oppurunity to block smaller factions away from valuble solar power with terriorty around the stars.

    As for your different types of power, they seem very similar. (fuel -> energy at various rates) So, let me offer some more distinct solutions:

    Antimatter reactor. Requires antimatter, which is very difficult to get. When fueled and activated, burns antimatter at a constant rate, regardless of the ship\'s power usage. Activating and deactivating takes time.

    Fission Cell: Basically a battery that cannot be recharged except by refueling it. Requires a certain type of ore. Fuel -> energy on demand only.

    Hydrogen Cell: A less powerful version of the fission cell, but it can run on dirt, rock, and other waste, instead of an expensive ore.

    Also, all of the thrusters just seem like \"thruster +1\" If you give players an option between a block and a block that is the same but better, players will choose the better block. Your thrusters should have different roles, not just be stronger copies of each other.

    http://star-made.org/content/thrusters. I came up with this in response to the new thruster system. Have a general thruster, a fast thruster, and a powerful thruster. Different roles, different niches, used on different ships.
     
    Joined
    Aug 6, 2013
    Messages
    405
    Reaction score
    47
    -- Yes im picky, because fantasy/sci-fi isnt an excuse to disregard realistic representations of real things. Rail cannons work one way and one way only. To call something that works in a completely different way a rail cannon is just... stupid. Plus I love rail cannons to death, and all-be-damned if someone misrepresents them.

    -- Stil doesnt make a \"blacklist\" necessary. By definition, anything that is not permitted is \"blacklisted\", and you allow (whitelist) exceptions to that blacklist. By default the game already identifies hostile entities, so it would be redundant to have to specify them explicitly.

    -- Again, why not magnetic boots and save the time and effort to make/code a whole set of blocks?

    -- So you want shields? Close the blast doors, let your ships shields take over. done and done. OOOH, i get it, you are just too lazy to open and close doors... I get it.

    Allowing firend/ally to just walk though blocks kinda negates the need for door blocks, no? An air-lock style door will give you the protection and security you are looing for without the ned to add/code in a new block set.

    -- Compound hull is a silly mechanic that holds no logic behind it. Getting exponentially heavier doesnt balance it anyway. There would be no situation to use it as any other normal hull would work better and be lighter. Just make the hull thicker. More blocks, maybe, but cheaper in almost every regard. Why? Because each block will have its own individual stats. If the protective capability of compound armor goes up with more blocks, then it must also go down with less blocks, making it become exponentially weaker the more it is damaged. What use it armor that gets weaker on one side just because im hitting the other? None.
     

    NeonSturm

    StormMaker
    Joined
    Dec 31, 2013
    Messages
    5,110
    Reaction score
    617
    • Wired for Logic
    • Thinking Positive
    • Legacy Citizen 5
    To clarify things....



    I suggested a hull which has a shield equal to all these hulls effective hp, but only 10 hp or similar once this \"shield\" is down.

    AND the downside - DON\'T IGNORE THIS - is, that this shield is replaced by blocks sacrifing themselves, once the replacement value is lower than the damage.

    Why do the blocks not just die as normal hull? Because fluids (the second block type in nanite-tanks) sacrify themselves first. This way you don\'t lose your carefully placed wedges, have less block deaths in the impact area (the others can sacrify in bulks of an octree-structure too) and in a fight there is always a loss for both sides, not just the defender.



    I called it fluid armor, but Nanite-Armor is a better term. More futuristic and more self-explaining.
     
    Joined
    Feb 19, 2014
    Messages
    21
    Reaction score
    0
    itmauve

    -----I\'m pretty sure they mentioned it in the Q&A sessions, look up the playlist. Don\'t remember which one it was though. On the same note, they mentioned having Solar Panels be a low level power supply, Cheap & efficient, and available at the start. My original idea had a different Dynamo block for each kind of liquid, Hydro/Water, Thermal/Lava, Caustic/Acid, Combustion/Oil,coal,wood,etc. One of the guys in chat mentioned something about Starmade being simple yet versitle, so one block instead of like 4 or more. Just different amounts of energy generated per fuel type.

    -----Your ideas for different power supplies are good, I just went with the one we already had, the one they\'ve mentioned, and one I thought would fit in the middle.

    -----As to the thrusters thing, with any type of block that can have more than one teir, hulls/generators/thrusters, yeah each one is just a little bit or a lot stronger than the last one, but that way you can use less of them and save more space for other things, storage, docks, weapons, shields, etc, etc.





    lazarus78

    -----I\'m all for being a die-hard fan of stuff. Just try to keep your indignation and rage down okay?

    -----Anything that isn\'t permitted is blacklisted? So the innocent stranger flying by your space station just gets shot to hell because he was flying by? I\'m thinking of the whitelist/blacklist as anything on the whitelist can use/edit what its attached to / gets defeneded if attacked, anything on the blacklist gets attacked on sight. If it\'s not on either list, it gets ignored. Further mechanics would need be applied so ur ship doesn\'t just sit there and get shot because whoever\'s attacking it isn\'t on the blacklist, that would be dumb.

    -----As for the magnetic boots part, meant to mention that last time. Having magnetic boots that let you walk on any surface would defeat the purpose of having gravity generators on anything save for planets, which those have their own gravity anyway. Would have suggested them myself otherwise.

    -----Maybe im not too lazy too close some blast doors? Maybe I want my friends to be able to launch out of my fighter bay without all kinds of weapons fire tearing up the inside while they get in their ships? Or maybe Force Fields are flat out cool?

    -----There once was a game called Infiniminer, it had two teams, and therefore two colors of Force Field blocks. Blue team could walk through Blue ones, but not Red. Red team could walk through Red ones, but not Blue. You know what they did with that? Red team used blue force field blocks as red team only bridges, blue team would just fall through them. Blue team did the same with red force field blocks.

    -----Also, do you really want to have to take any time out of flying as fast as you can away from a bigger enemy into a friendly ship\'s landing bay, to open a damned blast door, when you could just zoom right in through a force field? The enemy ship would be stopped, but you would not. Then after you\'re in, you can close the blast door.

    -----Normal Hull would be better? Would it have like 9999 times the durability? The amount of mass it would gain would be less than the amount of durability per block. Also, it would need a max value in relation to the ship it was attached to, or eventually you could have so many that no weapon would ever damage it. Have a super capital ship with a 10 block thick hull all the way around, and just pealing off the top layer of paint would take planet splitting weapons.

    -----As was stated in the Q&A sessions, ship building in the future would end with you saving the ship\'s schematic. This schematic would then be used as a blueprint to replace completely destoryed blocks later. Similarly, any blocks not added in the same way, (say field repairs), wouldn\'t count towards the original schematic, repairing the ship might just overwrite them. The durability of this hull type would be set then. It wouldn\'t go up or down in combat unless you revised the ship\'s schematic.

    -----As another note, Compound wasn\'t originally my idea, but I did run with it. Apparently what I call it now isn\'t what NeonStrum had mentioned before, but everyone has their own ideas.



    To all three of you. I have a few other sections to write into the original post. As well as more in depth explanaitions of all the ideas. When I wrote most of these, I didn\'t take the time to fully explain them, because doing so would have stopped me from getting all the ideas out of my head. (I want them gone god damnit. They clutter my thoughts!)



    P.S. to lazarus78; ur probably gonna blow a blood vessel once I get the Hull Shapes & Colors sections written up. XD (I\'ll do the same if anyone attempts to mention half blocks in my presence.)
     
    Joined
    Aug 6, 2013
    Messages
    405
    Reaction score
    47
    -- Current mechanics dictate that you are neutral untill given a reason to be hostile. AI will ignore neutral targets and only attack hostile targets. Faction Permission block will allow others from outside your faction to use the feature you wish.

    By its definition, anything not allowed is implicitly denied. You can\'t blacklist (deny) somoething to somone who it is already denied. The only part of your \"idea\" that isnt implimented currently is specifing a specific player name to grant access to the individual.

    -- But magnetic boots would do exactly what you want and not call for a whole set of blocks. Less clutter in the game, less coding, and overall more efficient in design. Magnetic boots would only work on steel and tungston, as those metals are attracted to magnets. Aluminium is inert when it comes to magnets, thus they would not work then.

    -- Again, why waste the time on adding a whole set of blocks for this one feature? Any decent ship design will have enough shields to negate personal weapon fire. Shields are indeed cool, but not as a set of blocks.

    -- 4 words. Faction locked plex doors.

    -- Sounds like you are looking for an OP way to escape danger.A wall only you could pass though, but enemies are still subjet to taking down the ship\'s shields and hull. That is broken.

    -- There is no logic to justify such a block. And the only way to balance it would be to cap it and have its mass grow exponentially wish each block you added. By that point, you could just layer lesser hull types for the same, if not better effect.

    -- So the blocks retain their strength even if there are less of them? Ok, so I make a ship with 1 layer of that block around my core, then i construct a massive cube of it off to the side. Save the ship then remove the cube mass by desttoying it myself. Now I have a ship with a super strong core for little to no mass gain. Broken mechanic is broken.
     

    NeonSturm

    StormMaker
    Joined
    Dec 31, 2013
    Messages
    5,110
    Reaction score
    617
    • Wired for Logic
    • Thinking Positive
    • Legacy Citizen 5
    Aluminium is inert when it comes to magnets, thus they would not work then.


    I want glue-boots then :)



    +1 Don\'t try to fix a non-broken system.

    I just want from hulls:

    • dekorative hull with no penalty.
    • working hulls.
    • working hulls which are very good, just too heavy for ships to give stations an advantage.
    • synergy between hull elements (Nanite armor or shield with cost to replace, ETC)
     
    Joined
    Jun 30, 2013
    Messages
    390
    Reaction score
    285
    • Video Genius
    • Legacy Citizen 8
    • Community Content - Silver 1
    Way too much thought and not enough research



    I question how much you already play Starmade, from reading the OP it seems you have developed a habit for renaming existing functionality and then redesigning the entire implementation of those features before understanding them in the first place.

    I rarely post on the Forums, but when I see this post and the fact it was posted two days ago surprised me. I expected a date of 2 years ago when reading the extremely long text wall of ideas that are either :

    a. already in the game

    b. have been acheived through more elegant systems

    c. are plain downright counter logic to what we have

    d. just badly thought out

    e. completely failing to integrate with what we have & what is confirmed/planned



    A few thing that stick out - \"Doors - Appears or disappears upon interaction\"
     
    Joined
    Jun 19, 2013
    Messages
    32
    Reaction score
    55
    • Legacy Citizen 6
    • Community Content - Bronze 1
    • Purchased!
    Sorry bro but you just changed the names of blocks that are already in the game and work. Tomino_Sama\'s post basically explains what you did here. Its not bad coming up with block ideas but plz research the current in game blocks first before you think of your own.
     
    Joined
    Aug 28, 2013
    Messages
    1,831
    Reaction score
    374
    • Legacy Citizen 2
    • Top Forum Contributor
    • Legacy Citizen
    I see no mention of changing the xm3.4s to need fuel. They did mention that maybe a way of balencing more powerful systems is that they would need fuel. (it\'s in video 3, at about 10-15 minutes in)

    Also, about having tiers of different blocks - I really don\'t think it\'ll work so well. After all, the only factor that would prevent players from using only the most effecient blocks would be power. I feel like different engines should be differentated by what they provide, not what power supply they need.
     
    Joined
    Feb 19, 2014
    Messages
    21
    Reaction score
    0
    with wanting to call a block a shorter name? I\'m not saying add another block with a different name that does the exact same thing. I\'m just calling it by a different name here, then commenting on it.

    Cause seriously, Reactor is much shorter than SD HCT xm3.4 Power, or Jammer shorter than 10x Radar Jammer.



    lazarus78

    -----Whitelist/Blacklist. Is there currently a way to set ones individual ships/stations to attack people on sight, without them first attacting you?

    -----Fine, Magnetic Boots for everybody.

    -----I\'ve mentioned before that the Force Field blocks aren\'t originally my idea. I didn\'t think of a need for them either. However they are kinda cool even if their functionality is obsolete. I\'m just supporting the idea.

    -----And then you\'d have to destory the giant cube of hull every time you repair your ship. Which would be extremely expensive.



    NeonStrum

    -----Carry on.



    itmauve

    -----Don\'t players already use the most powerful blocks anyway? Doesn\'t really matter I guess.



    Tomino_sama

    -----A. Thats probably because I\'m just using a different name, not saying we should add another block.

    -----B. Which blocks are you refering to, and which systems render them obsolete.

    -----C. Umm, which ones?

    -----D. See top of original post please.

    -----E. Completely failing? The first thought in my mind with any/all of these was that they work with the current system. Not against it.

    -----And I did do some research. Apparently not enough.



    phanTOm

    ----Can you even?



    Omegacybran

    -----What don\'t people understand about me using a different name for a block? So I call a Hyperflux Coil Thruster just a Thruster instead, why does that suddenly mean I want to add another block just called Thruster alongside the already fucntioning Hyperflux Coil?
     
    Joined
    Feb 19, 2014
    Messages
    21
    Reaction score
    0
    changed the name of any pre-existing block to the name it already has in game. Seriously, why does using a different name get all of you so bent out of shape?