That's a really attractive style in my opinion.Sunkenmonk wrote:well, the greeble i imagined would look somewhat like this
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That's a really attractive style in my opinion.Sunkenmonk wrote:well, the greeble i imagined would look somewhat like this
[...]
ThymineC wrote:Like I said in this thread, I'd like the differences in ship designs to be based on meaningful choices e.g. what is most appropriate given local resources.
This. Er... these.Grumblesaur wrote:Wouldn't mind seeing some variation between ships from different manufacturers. Ships for greeblers and greeblephobes alike.
That would be sooooo awesomeFlatfingers wrote:
I'd like to see aesthetic greeble (or not) as a function of the characteristics of a ship class's creator. Maybe a decadent civilization isn't even trying to make functional ships any more; the real goal is to win points with the aristos by looking more outlandish than the other guy. Maybe a civilization or ship manufacturer is highly pragmatic and their ships are lean-looking, stripped-down, brutally efficient space rapiers.
I'd like it even more if this principle applied at a larger scale: attributes of the creators of ships affect the general style of their ships. Maybe a culture on a low-G world, who are accustomed to being able to fly easily, make aerodynamic ships. Denizens of a high-G world just use brute force to move around and don't give a rat's about wind resistance (other than notionally building to survive max Q, perhaps); their ships could be cubical or (if so big that they're entirely space-based) random conglomerations of multi-sized system pods. And ships of cultures with a highly refined artistic/aesthetic sense might be expressed as rounded, elegant shapes.
Greeblefication would be an additional step beyond the basic configuration generator.
Right, that is exactly what I'm talking about. Its just a jigsaw puzzle of random lines going in random directions. What person ever would design something like that?Sunkenmonk wrote:well, the greeble i imagined would look somewhat like this
Imo there are two acceptable and somewhat necessary types of greeble:CutterJohn wrote:Right, that is exactly what I'm talking about. Its just a jigsaw puzzle of random lines going in random directions. What person ever would design something like that?Sunkenmonk wrote:well, the greeble i imagined would look somewhat like this
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Armor out of standardized puzzle pieces is fine. Rather large gaps are also gaps in the protection. If there are gaps at all, make them as narrow as possible without hindering disassembly/replacement.Harbinger of Crazy wrote:Imo there are two acceptable and somewhat necessary types of greeble:It could be beneficial to construct ship armor out of standardized puzzle pieces with rather large gaps between them for ease of replacing and repair intead of having the hull made into/from one piece.
- heat radiators
- and armored plating
What makes sense depends on the game lore. Of course you can greeble away for aesthetic purposes, but if the greebling is to have an underlying functional purpose, various lore questions have to be answered first. Just two examples:Harbinger of Crazy wrote: Same reason with open piping : if your ship relies on shields for defense you might as well leave it open so you can find and repair damages quicker and more easiely than to have to crawl through narrow access shafts that are possibly filled with super cooling fluid or other nasty stuff.
Goes double for industrial ships or non-battleships.
Heat is actually a major pita as the only way to get rid of heat in space is ..well radiation, conduction or convection don't work because of the vacuum.
So whenever i see random shapes covering the surface of a spaceship i assume they are for heat radiation.
you usually still have to cool the end of the thermopile that is not heated, to get an big as possible temperature gradient, maximising power.Rabiator wrote: What makes sense depends on the game lore. Of course you can greeble away for aesthetic purposes, but if the greebling is to have an underlying functional purpose, various lore questions have to be answered first. Just two examples:
- Are radiation coolers necessary, or does your civilisation have devices that convert heat back into useful energy(http://en.wikipedia.org/wiki/Second_law ... econd_kind)?
-If no such devices exist, you need radiation coolers. The more power your engines have, the bigger coolers you need. The more power you use, the hotter the coolers get. AFAIK Elite Dangerous is using that as gameplay element.
-If such devices exist, radiation coolers are likely to be a liability. There is no reson to carry them.
I tend to disagree, because evenif such a system existed, i doubt it would be 100% efficient.Rabiator wrote:The "perpetual motion of the second kind" device is a hypothetical device that just absorbs heat without needing a cooled end.
In real life, such devices don't exist and are considered impossible. In science fiction, maybe they are possible after all.
If they would exist, they would just absorb heat without needing cooling anywhere. Different from a real thermopile. You could also have several of them for redundancy.
Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
Old post I know but your opinion doesn't define good taste. The greebler design above looks good.CutterJohn wrote: ↑Wed Feb 26, 2014 8:31 pmYour picture is the rule of hideous, not rule of cool. There is nothing cool about that thing. That it makes no sense is bad enough, but even worse is its not even attractive.ThymineC wrote:I'm 100% for greeble. It makes ships look interesting. Rule of cool.
Things built to look like they actually work, by people with at least half a clue about engineering... That is cool. Not some mass of scrap metal someone who just discovered the bevel tool spat out.
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