A simulation game based on such criteria would have my money in a heartbeat. *nerdy

I like this idea. If it is implemented with enough variety (number of factions for each category) I think it could help make each faction look more unique and make the ships which mix technology stand out from one another. I still want to have the option to make my own faction based off of procedurally generated pieces. But, for ships in space and on the market, I think this method is the way to go.Cornflakes_91 wrote:actually, the trait system could be used for adding visual flavour to a factions ships/stations/equipment
linkyso traits have those visual features attached to them, so objects designed using those traits have the same visual elements to them.Spoiler: SHOW
(to use the example from the quote) zorblaxian scanner ships all have the trait "scanner prongs" in their design.
this could lead to interesting hybridised ship designs where multiple visual traits from multiple factions are used in one design.
(bit of zorblaxian sensor tech, bit of andresyan drive design, betazoid hull design....)
Perhaps allow custom designs while researching new modules? It would be cool to allow either straight 3D models (Procedural texturing would be nice on those cause I'm bad at texturing, as I'm sure others are too) or allow us to cycle through procedural generations when researching. I really like the idea of modules influencing the visual design of a ship/station.BFett wrote:I like this idea. If it is implemented with enough variety (number of factions for each category) I think it could help make each faction look more unique and make the ships which mix technology stand out from one another. I still want to have the option to make my own faction based off of procedurally generated pieces. But, for ships in space and on the market, I think this method is the way to go.Cornflakes_91 wrote:actually, the trait system could be used for adding visual flavour to a factions ships/stations/equipment
linkyso traits have those visual features attached to them, so objects designed using those traits have the same visual elements to them.Spoiler: SHOW
(to use the example from the quote) zorblaxian scanner ships all have the trait "scanner prongs" in their design.
this could lead to interesting hybridised ship designs where multiple visual traits from multiple factions are used in one design.
(bit of zorblaxian sensor tech, bit of andresyan drive design, betazoid hull design....)
You're researching a new sensor module, you want it to be a satellite dish instead the default antenna thing, you use a customize option to provide your own kind of 'branding' to you technology, something you think looks nice. This could be achieved through a parts customization screen (With either pre-set parts or a large set of procedurally generated parts) or it could be a set of completely procedurally generated models that you can choose from.BFett wrote:So, are you suggesting that we could design new modules for specific ship based technologies? I think it would be cool to be able to design new engines, hulls, sensors and other ship systems which appear on a ship at particular locations. Maybe even let the player decide where these pieces go once the technology has been purchased and equipped to the ship.
I also agree with your texturing idea since I'm not good at texturing either. It would be kind of neat to be able to draw directly on the ship assuming things didn't look messy.
Yep, I like this idea. Assuming this isn't in the base game, I'd really like to have this mod.Black--Snow wrote:You're researching a new sensor module, you want it to be a satellite dish instead the default antenna thing, you use a customize option to provide your own kind of 'branding' to you technology, something you think looks nice. This could be achieved through a parts customization screen (With either pre-set parts or a large set of procedurally generated parts) or it could be a set of completely procedurally generated models that you can choose from.BFett wrote:So, are you suggesting that we could design new modules for specific ship based technologies? I think it would be cool to be able to design new engines, hulls, sensors and other ship systems which appear on a ship at particular locations. Maybe even let the player decide where these pieces go once the technology has been purchased and equipped to the ship.
I also agree with your texturing idea since I'm not good at texturing either. It would be kind of neat to be able to draw directly on the ship assuming things didn't look messy.
"Breeding" of traits would actually also be beneficial for reverse engineering as well.Cornflakes_91 wrote: second: active breeding
when you use multiple traits which affect the same stat it is possible that a combination of both gets created (maybe with a small bonus applied)
(maybe its deterministic what result comes out of a certain trait combination?
so the same combination of traits yields the same equipment)
yeah, the inspiration came from reading Honor Harrington 6, where she commands a group of Q shipsFlatfingers wrote:Concealing ship capabilities was a later feature in Star Fleet Battles, which implemented the idea of Q-ships from WWII.
well, in first iteration they just flatly provide boni like "non-disguising" traitsFlatfingers wrote: Finally, how would these ideas work within the concepts that ships have "traits," and that traits can be researched?
As a generalisation all traits and objects could have two (three) states of detection/identification with different treshholds (aka same check for sensor emissions but with different numbers)Cornflakes_91 wrote:individual traits used in the design of an object could be individually scannable features of the object.
with different levels of detectability for different traits.
zorblaxian sensor prongs could be very easy to detect, hidden cargo compartments less easy
This would serve the general concealment and discovery of abilities.
When you encounter an unknown type of ship you dont magically know all its capabilites but have to scan the ship (or analyse a wreck) to find out its characteristics.
This would also open up the possibility to conceal your capabilities.
maybe even including explicit concealment traits that can be applied to your equipment. (Lookalike ships or beam cannons disguised as mining beam anyone?)
Hiding your abilities or pretending to have different abilites.
Adding a "fake hull" trait with an already existing ship or equipment piece which then applies an easy to detect outer hull with the actual capabilities being harder to detect.
It would also be a great place to include series of developments.Cornflakes_91 wrote: ↑Wed Mar 01, 2017 12:02 pmthe more i think about it the more i think that traits need "parameters" for a very special purpose: specifying already complete pieces of equipment/ships.
to define what appearance to generate in the case of disguised equipment and Q ships and to define what piece of equipment to mount in case of hardwired/preinstalled equipment.
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