- Joined
- May 9, 2012
- Messages
- 107
- Reaction score
- 7
Hi, i've been away for a while =)
But ,i'm back with some ideas. Some may have been posted on the forum already but i don't have time to go through all of them to check and adjust the developements of my ideas ( Sorry ). I've set in Bold the features that i like most.
- Moons : the moons are spheres that rotate aroud planets. They offer some ressources that the planet doesn't. Their surface can be builded the same as planet but gravity cannot be set on it's surface. The gravity still, can be used in the structure you build on it with the fact, that if you get out the structure, gravity will wear off.
- Black Holes : Blacks holes are space singularities. They attract the ships in the same system depending on their mass. The heavier the ship is, the faster it will get to the center. But the blacks holes have another fonction, they can be used for space travel. Blacks holes are all connected through the universe and getting at the center of one establish a random link with another black hole from which the ship will get out. So basically, once you've step through, you can't go back the same you.
- Suns : Randomly, people could find a sector in which a big sun occupy the systems. Suns would be composed of specials blocks so that ship can actually go through it. Moreover, being in the sun would damage the external part of the ship as the hull would resist more than others blocks. Going through the sun would have some advanges too, it could be used to get your ship out of radars, missiles that were following you etc... which make them perfect for hiding. Shields that are enough powerfull can withstand the suns damages on the ship.
- Asteroids : Once all asteroids in the systems have been completly harvested, i suggest they start reappearing slowly as for a server which has a long uptime, it could get really far until ships find new asteroids to collect.
- Backgrounds : I've also thought that the background image actually black with stars could change regularly when travelling. For exemple, the (0,0,0) got one background and (10,0,0) is far enough to get another one much different which could be like the view of our galaxy or other spacial views.
- Laser's color : Possibility to choose the color of the laser, beem, light block or even hull maybe ? ( for the hull, it would actually removes all the hulls so that only a single one remains. ) It would be accessed by a new tab in the pannel that would modify the color of the block currently selected though a RGB color picker. ( The spherical one that is used a lot in graphic softwares ) Then the basic texture of the block would be covered with a layer of the choosen color giving it it's final aspect. I think that this way is the easiest way to get all the color possibilities without consumming a lot of space ( we can have an infnite number of hulls in the shop for their different colors ... )
- Advanced Door Module : A new door, that ask for digits to open ( the door is open when built and the digits can be changed while it's open ). The possibilty of this module is more privacy, individual locker rooms, player could build banks, or they could try to steal.
- Cargo Module : As a economic system have been set, adding a cargo module that limits the number of block you can carry ( depending on the ship you are in ) could be a nice feature. For this module to work, players would have a carrying ability of 10 blocks ( the bottom tool bar ) and a total of 1000 blocks for exemple. Then to carry more, players would have to purchase cargo modules for their ships that would enhance that capacity and which would fill the Inventory. In fact, Inventory would now belong to the ship so that if the ship a stealed, your cargo within it also.
- Repair Station Module : Repair stations would be sort of hangars maybe but a lot more expensive. Repair stations would be able to set back the missing blocks of a ship according to a schematic you choose. Players would have to put the missing blocks that the module would display in the Module for the repair to start. The duration of the repair would depend on the number of missing blocks. The ship will also recover all hitpoints when leaving the Repair Station.
- Tractor Beam Module : A beam that could be used to capture and transport asteroids or immobilise ships. For this module to work, the size of the module must be X times the size of captured entity. ( X being between 0 an 10 for exemple ).
- Organic or Nanite Module : A module that would set back the blocks that got removed by damages. It would consume a lot of energy and it's speed for replacing the missing blocks would depend on its size. Still, it's speed would be limited for not a ship to get invincible.
The following ideas are different from the others as they aren't really new ideas but changes over actual part of game.
- Energy Consumption : Energy can't be store. Energy block produce only instant energy that matches with instant consumption by modules that depend on energy. For advanced players, a pannel can be used to defined which % of energy is allowed to which modules while for beginners, the energy is evenly divided between the modules. If a module doesn't get all the energy it needs, then it's efficiency is reduced by the same percentage of missing energy. All module consomption depend on the size of module.
Stealth and Radar Jacking module consume a huge amount of energy while activated but they don't use any when they aren't activated. Their efficiency can't be reduced and if they don't get enought energy, they won't work at all.
Thruster's consumption depend on the speed of the ship as well as on it's mass. So that ships that are big must use really a lot of energy to go at max speed.
For exemple, a ship got 10 energy modules that produce 100 of instant energy. It has 12 thrusters consumming each 5 of energy and 3 lasers that consume 20, 20 and 40 of energy. Then, it can use it's thrusters at max speed while firing with either the big laser or the two smaller. Or the player can decide to used only the lasers without using thrusters. But if the player choose to use all lasers and move at the same time, he will use 140 of energy with exceed it's capacity. So it's speed will be 70% of it's max, and it's lasers would deal 70% of their damages ( their speed and else might also be reduced ).
- Shields : I think that at all time, a shield should cover all ship and should adapt to it's shape ( if possible fit it's surface ). The shield let through a percentage of incoming projectiles and damages which is 0 when the size of the shield module equals to X times the size of the ship. With X being 1/20 for exemple. The shied consume energy and if it's efficiency isn't 100% then, it's would let through the missing percentages of incoming projectiles and damages.
The amount of energy consumed by the ship is determined by the damages it takes with a factor depending on the size of shield module. If the shield efficiency drop below 30%, then the shield is disactivated for a duration.
- Collisions : when a block hit another block, they both damage themselves. The damage done is equal to the hit points of the blocks so that if both block have the same hit points, they are both destroyed, else, the stronger block survive. Shield can hold the damages of collisions ( For exemple to hold a kamikaze ship or if you hit an asteroid )
- Thrust : The speed growth is a bit fast as the time to reach max speed doesn't change much from different thrusts. I think it might be best to set Thrust as speed reached in 5 seconds for exemple. Then the fastest ship would go at 50 of speed within 5 sec while the slowest would get to 50 of speed in 50 seconds.
- Server admin Inferface : Allow administrator of server ( the one who launch it ) to change setting such as with ships can be alien vessels, which space stations can be set randomly on sectors, or import a sector from another server into his ( for moving planets or space stations for exemple ). It could also be used to set factions and the ships that can be spawned by factions if this feature comes out in the future and a lot more.
- Player Aspect Costumisation : Give player the possibility to choose one of some aspects for the player. Might be used to set races for players that might give bonuses depending on the choice )
Thanks for reading this long post, don't hesitate to comment any ideas ( if you do so, try to keep the same title as the module you comment "- xxxxxx : comments" for the comments to stay clearly readable ).
Have fun,
Elladan
But ,i'm back with some ideas. Some may have been posted on the forum already but i don't have time to go through all of them to check and adjust the developements of my ideas ( Sorry ). I've set in Bold the features that i like most.
- Moons : the moons are spheres that rotate aroud planets. They offer some ressources that the planet doesn't. Their surface can be builded the same as planet but gravity cannot be set on it's surface. The gravity still, can be used in the structure you build on it with the fact, that if you get out the structure, gravity will wear off.
- Black Holes : Blacks holes are space singularities. They attract the ships in the same system depending on their mass. The heavier the ship is, the faster it will get to the center. But the blacks holes have another fonction, they can be used for space travel. Blacks holes are all connected through the universe and getting at the center of one establish a random link with another black hole from which the ship will get out. So basically, once you've step through, you can't go back the same you.
- Suns : Randomly, people could find a sector in which a big sun occupy the systems. Suns would be composed of specials blocks so that ship can actually go through it. Moreover, being in the sun would damage the external part of the ship as the hull would resist more than others blocks. Going through the sun would have some advanges too, it could be used to get your ship out of radars, missiles that were following you etc... which make them perfect for hiding. Shields that are enough powerfull can withstand the suns damages on the ship.
- Asteroids : Once all asteroids in the systems have been completly harvested, i suggest they start reappearing slowly as for a server which has a long uptime, it could get really far until ships find new asteroids to collect.
- Backgrounds : I've also thought that the background image actually black with stars could change regularly when travelling. For exemple, the (0,0,0) got one background and (10,0,0) is far enough to get another one much different which could be like the view of our galaxy or other spacial views.
- Laser's color : Possibility to choose the color of the laser, beem, light block or even hull maybe ? ( for the hull, it would actually removes all the hulls so that only a single one remains. ) It would be accessed by a new tab in the pannel that would modify the color of the block currently selected though a RGB color picker. ( The spherical one that is used a lot in graphic softwares ) Then the basic texture of the block would be covered with a layer of the choosen color giving it it's final aspect. I think that this way is the easiest way to get all the color possibilities without consumming a lot of space ( we can have an infnite number of hulls in the shop for their different colors ... )
- Advanced Door Module : A new door, that ask for digits to open ( the door is open when built and the digits can be changed while it's open ). The possibilty of this module is more privacy, individual locker rooms, player could build banks, or they could try to steal.
- Cargo Module : As a economic system have been set, adding a cargo module that limits the number of block you can carry ( depending on the ship you are in ) could be a nice feature. For this module to work, players would have a carrying ability of 10 blocks ( the bottom tool bar ) and a total of 1000 blocks for exemple. Then to carry more, players would have to purchase cargo modules for their ships that would enhance that capacity and which would fill the Inventory. In fact, Inventory would now belong to the ship so that if the ship a stealed, your cargo within it also.
- Repair Station Module : Repair stations would be sort of hangars maybe but a lot more expensive. Repair stations would be able to set back the missing blocks of a ship according to a schematic you choose. Players would have to put the missing blocks that the module would display in the Module for the repair to start. The duration of the repair would depend on the number of missing blocks. The ship will also recover all hitpoints when leaving the Repair Station.
- Tractor Beam Module : A beam that could be used to capture and transport asteroids or immobilise ships. For this module to work, the size of the module must be X times the size of captured entity. ( X being between 0 an 10 for exemple ).
- Organic or Nanite Module : A module that would set back the blocks that got removed by damages. It would consume a lot of energy and it's speed for replacing the missing blocks would depend on its size. Still, it's speed would be limited for not a ship to get invincible.
The following ideas are different from the others as they aren't really new ideas but changes over actual part of game.
- Energy Consumption : Energy can't be store. Energy block produce only instant energy that matches with instant consumption by modules that depend on energy. For advanced players, a pannel can be used to defined which % of energy is allowed to which modules while for beginners, the energy is evenly divided between the modules. If a module doesn't get all the energy it needs, then it's efficiency is reduced by the same percentage of missing energy. All module consomption depend on the size of module.
Stealth and Radar Jacking module consume a huge amount of energy while activated but they don't use any when they aren't activated. Their efficiency can't be reduced and if they don't get enought energy, they won't work at all.
Thruster's consumption depend on the speed of the ship as well as on it's mass. So that ships that are big must use really a lot of energy to go at max speed.
For exemple, a ship got 10 energy modules that produce 100 of instant energy. It has 12 thrusters consumming each 5 of energy and 3 lasers that consume 20, 20 and 40 of energy. Then, it can use it's thrusters at max speed while firing with either the big laser or the two smaller. Or the player can decide to used only the lasers without using thrusters. But if the player choose to use all lasers and move at the same time, he will use 140 of energy with exceed it's capacity. So it's speed will be 70% of it's max, and it's lasers would deal 70% of their damages ( their speed and else might also be reduced ).
- Shields : I think that at all time, a shield should cover all ship and should adapt to it's shape ( if possible fit it's surface ). The shield let through a percentage of incoming projectiles and damages which is 0 when the size of the shield module equals to X times the size of the ship. With X being 1/20 for exemple. The shied consume energy and if it's efficiency isn't 100% then, it's would let through the missing percentages of incoming projectiles and damages.
The amount of energy consumed by the ship is determined by the damages it takes with a factor depending on the size of shield module. If the shield efficiency drop below 30%, then the shield is disactivated for a duration.
- Collisions : when a block hit another block, they both damage themselves. The damage done is equal to the hit points of the blocks so that if both block have the same hit points, they are both destroyed, else, the stronger block survive. Shield can hold the damages of collisions ( For exemple to hold a kamikaze ship or if you hit an asteroid )
- Thrust : The speed growth is a bit fast as the time to reach max speed doesn't change much from different thrusts. I think it might be best to set Thrust as speed reached in 5 seconds for exemple. Then the fastest ship would go at 50 of speed within 5 sec while the slowest would get to 50 of speed in 50 seconds.
- Server admin Inferface : Allow administrator of server ( the one who launch it ) to change setting such as with ships can be alien vessels, which space stations can be set randomly on sectors, or import a sector from another server into his ( for moving planets or space stations for exemple ). It could also be used to set factions and the ships that can be spawned by factions if this feature comes out in the future and a lot more.
- Player Aspect Costumisation : Give player the possibility to choose one of some aspects for the player. Might be used to set races for players that might give bonuses depending on the choice )
Thanks for reading this long post, don't hesitate to comment any ideas ( if you do so, try to keep the same title as the module you comment "- xxxxxx : comments" for the comments to stay clearly readable ).
Have fun,
Elladan