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Re: Modifying a vessel

#76
Cornflakes_91 wrote:I still think that you shouldnt need any special module for it.

I mean, why do i need a special piece of equipment to use the tools i have in my garage?
The modification module is a small, short range, high power, omnidirectional, scanner. You use the tools in a hanger or on your person (if you intend to make the modifications on an asteroid in the middle of nowhere). The modification module just tells you what need modifications :geek: .
Image The results of logic, of natural progression? Boring! An expected result? Dull! An obvious next step? Pfui! Where is the fun in that? A dream may soothe, but our nightmares make us run!
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Re: Modifying a vessel

#77
That is stupid imo.

An engineer who wants to modify something does not scan his object from afar but takes it apart, makes measurements, studies the blueprints if available and swaps out components where applicable.

If it already does not take much space why not just say that diagnostic feeds are analysed to make the process of modification easier.
No need for an extra sensor that needs energy and produces emissions.
No sensor that has to scan through tons of metal is as effective as sensors embedded into the device you want to monitor and analyse.
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Re: Modifying a vessel

#78
Cornflakes_91 wrote:That is stupid imo.

An engineer who wants to modify something does not scan his object from afar but takes it apart, makes measurements, studies the blueprints if available and swaps out components where applicable.

If it already does not take much space why not just say that diagnostic feeds are analysed to make the process of modification easier.
No need for an extra sensor that needs energy and produces emissions.
No sensor that has to scan through tons of metal is as effective as sensors embedded into the device you want to monitor and analyse.
Alright, the modification module is now a modification program. It piggy backs on your diagnostic systems and reads stress and other such things. After you use the device you get a readout on what kind of stress it is under and how to fix it. :ghost:
Image The results of logic, of natural progression? Boring! An expected result? Dull! An obvious next step? Pfui! Where is the fun in that? A dream may soothe, but our nightmares make us run!
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Re: Modifying a vessel

#79
Cornflakes_91 wrote:
EKHawkman wrote: The way I'd work it is allow for you to improve the pieces from the base store bought items, but you can only improve them so far. And you can improve them without the drawbacks that come from researching. But at the same time, it is more expensive cost and time wise overall than just researching a new part and mass producing it. Or buying a better part. If you want to have a better ship that is yours, you're gonna take some time to make it yours.
I respectfully disagree.

Why should you bother researching if you can just upgrade your equipment in your garage?

It should have drawbacks, equivalent or even larger to research.

Else no research would be performed but equipment would only be produced and modified
The point is for there to be an alternative to research for those who aren't doing a large empire sort of thing. You shouldn't have to go through endless streams of research to just get some good parts for one ship. It should take a long time and should cost more money. It shouldn't be feasible to mass produce this. Maybe you could make some money selling the supped up parts, but you couldn't make an industry of it.

The drawbacks are that you can't mass produce what you've made, you have to invest into the base item, and then modify it. You can only get so good of an item and the item doesn't lead into more better items.

The point of it, for a one man operation, it doesn't make sense to have a large research facility slowly researching a whole bunch of different avenues of research. It does make sense for you to take a cool laser that you bought and increase its damage.
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Re: Modifying a vessel

#80
Endless streams of research? Naw.

You want a nicer part? Fine. Buy it at the market.

What's that? You want to build your own? Buy an assembler chip for a nicer version of that part, use a fabber at a station, build it, then swap it out.

If you want to control your own tech tree, you'll have to do research. But you don't have to create a tech tree, you can feed off of someone else's by buying assembly chips from them.
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Re: Modifying a vessel

#81
Alcazabedabra wrote:Endless streams of research? Naw.

You want a nicer part? Fine. Buy it at the market.

What's that? You want to build your own? Buy an assembler chip for a nicer version of that part, use a fabber at a station, build it, then swap it out.

If you want to control your own tech tree, you'll have to do research. But you don't have to create a tech tree, you can feed off of someone else's by buying assembly chips from them.
Though I've been barely following this thread, pretty much this ^ (:%s/assembly chip/assembler/g)
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Re: Modifying a vessel

#82
Alcazabedabra wrote:Endless streams of research? Naw.

You want a nicer part? Fine. Buy it at the market.

What's that? You want to build your own? Buy an assembler chip for a nicer version of that part, use a fabber at a station, build it, then swap it out.

If you want to control your own tech tree, you'll have to do research. But you don't have to create a tech tree, you can feed off of someone else's by buying assembly chips from them.

This whole mechanics is intended for those who dont have access to markets or research facilities.

Pirates, smugglers, Loners.
Those who operate on the fringes of civilisation and dont have access to the advantages of core civilisation.

It would also not be an endless stream of research.
It would be jury-rigging parts you have at severe drawbacks to enable those fringe individuals to adapt and change.
With research you get either parts of the same overall quality or better overall quality.
Adapting reduces overall quality or maybe kerps it at the same level while improving one or two stats

Think of the reavers in firefly for an extreme case example.
They didnt research in the common sense of the word.
They took scrap and assembled it in ways that suit them.

Im not suggesting any gameplay that enables you to build battleships from scrap.
Im suggesting gameplay that enables you to take derelict cruisers, repair them to an somewhat usable state and mutate it to something different, something that may be superior to the base cruiser in some regards but with severe drawbacks in others.
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Re: Modifying a vessel

#84
December 2, 2014

There are a lot of good ideas in this post. Some quick things that come to mind include:

1) Weapons that have the same base damage divided by number of projectiles shot over time (recycle rate)
2) Weapons with specific roles (missiles for long range vs large ships, lasers for short range vs small ships ect.)
3) If weapon classes can be mixed there are tradeoffs and advantages that make sense. (Ballistic+Laser= Plasma which is slower moving but no ammo)
4) Same rules apply to other items in LT such as mining lasers and drones

I'd like to suggest that all items in LT have the ability to be researched but not entirely upgradable. Ships, weapons, armor, sensors, drones, worker AI, Stations, should all be able to be researched with each blueprint containing at least one plus and a minus. Upgrades however should only be available for a few items. Mining drones and worker AI are the only two items that I can currently think of that could use upgrades without taking way from research.
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Re: Modifying a vessel

#85
BFett wrote:December 2, 2014

There are a lot of good ideas in this post. Some quick things that come to mind include:

1) Weapons that have the same base damage divided by number of projectiles shot over time (recycle rate)
2) Weapons with specific roles (missiles for long range vs large ships, lasers for short range vs small ships ect.)
3) If weapon classes can be mixed there are tradeoffs and advantages that make sense. (Ballistic+Laser= Plasma which is slower moving but no ammo)
4) Same rules apply to other items in LT such as mining lasers and drones

I'd like to suggest that all items in LT have the ability to be researched but not entirely upgradable. Ships, weapons, armor, sensors, drones, worker AI, Stations, should all be able to be researched with each blueprint containing at least one plus and a minus. Upgrades however should only be available for a few items. Mining drones and worker AI are the only two items that I can currently think of that could use upgrades without taking way from research.
The title would would lose all meaning, and the idea of modifying equipment would fall apart... :ghost:
Image The results of logic, of natural progression? Boring! An expected result? Dull! An obvious next step? Pfui! Where is the fun in that? A dream may soothe, but our nightmares make us run!
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Re: Modifying a vessel

#88
BFett wrote:To me modifying a vessel means making changes to weapon hard points, weapon systems, and other items such as the engines and armor. I personally don't see the benefit of having most items upgradeable when new or better items can be developed using existing blueprints.

How do upgrades benefit game play without taking away from research?
Research is mass producible. :ghost:
Image The results of logic, of natural progression? Boring! An expected result? Dull! An obvious next step? Pfui! Where is the fun in that? A dream may soothe, but our nightmares make us run!

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