Loader
logo

Recent posts

#51
Suggestions / Ideas / Re: Research and Other Divisio...
Last post by Produno - July 20, 2021, 01:11:27 PM
We do kind of have roles that you can apply to crew members. Though this is more for the player to keep things organised and to quickly see who they have for what.
Other than that we have skills which will dictate how good a certain pawn is at something, then when paired with an object, say the navigation panel, it will increase various different things - or decrease if they suck at it :D

#52
Suggestions / Ideas / Re: Weapon Type Ideas
Last post by Produno - July 20, 2021, 08:09:20 AM
Quote from: Got_Donuts on July 19, 2021, 11:54:38 PM
Just more ideas to spitball out there, hope these aren't getting annoying lmao.

Nope, keep them coming! Ship weapons will be something i need to look into. I want something relatively realistic, possibly not lasers though.
#53
Suggestions / Ideas / Weapon Type Ideas
Last post by Got_Donuts - July 19, 2021, 11:54:38 PM
Just more ideas to spitball out there, hope these aren't getting annoying lmao.

Anyways Drones would be cool, could modify them to fit specific needs or roles, some with tech to repair the ship or even others with weapons, even a mode to kamikaze the drones into any enemies as a last resort would be awesome, or even some drones to help explore space to find any hidden stuff to check out. Not sure how the travel system will work in this game.

Some kind of antimatter cannons would be awesome, highly experimental, high tech. Perhaps without enough research the weapons could be potentially hazardous to the ship itself. Would take a great deal of research to master.

Lasers are all cool and dandy, but the ability to balance the rate of fire or the ability to charge for high power shots that take more energy would be amazing. Like maybe on low power it could pew pew, but on high power it would charge a great deal and deliver one big pew. Best explanation ever.
#54
Suggestions / Ideas / Research and Other Divisions
Last post by Got_Donuts - July 19, 2021, 11:48:38 PM
It would be cool to have different divisions of people to fall into different roles of the ship, along with researching different technologies or even improving current ones.
Science folk could research, or provide enhancements to tech items (maybe faster shield recharge, lowering weapon energy use, ect).
Engineering folk could repair, build or upgrade devices.
Warfare folk could scan systems for hostiles, increase evasion to attacks, or even faster shots from mechanical weapons (projectile or even missiles)
#55
Suggestions / Ideas / Re: In-game factions discussio...
Last post by Got_Donuts - July 19, 2021, 11:42:08 PM
Would also be cool to see a super high tech researcher group, if you raid their ships maybe you could unlock research or information on different star systems/planet anomalies to explore. Could be some kind of laser/energy weapon using folks with shields or some kind of other tech defense. Just spitballing ideas into the void lmao
#56
Suggestions / Ideas / Re: In-game factions discussio...
Last post by TikTokToe - July 05, 2021, 06:29:28 PM
Quote from: Produno on July 05, 2021, 01:40:22 PM

You mean to show damage? All items will have some type of decal to show wear and tear, though your engineers should be fixing these.

I guess I was imagining Space Slog would have two views.  One that depicted the on goings within the ship (environment in ship).  The other depicted a regional map (environment around ship). 
It is the latter "space view" I was thinking of.  Assuming the second view, one could show a damaged-beyond-repair-no-life-forms-dedected-requires-towing-or-dismantling ship - or scrap - by using contrast rather than color (color blind folks detect contrast).   This "darker ship" would be available for scrapper faction only (belter-like-folk) for resource collection.   [I also assumed some ship to ship combat in-game that may result in destruction of crew without utter destruction of ship..  So, I guess I did not mean damage within the ship for which the shipmates would fix - but a way to indicate scrap for a faction specific resource to be collected and visually shown with a much darker contrast (so technically it may not require a new images - but "coding by contrast"?]. 
#57
Suggestions / Ideas / Re: Ship Alert Levels
Last post by Produno - July 05, 2021, 01:41:58 PM
Lots to think about here! For now i have just used red alert. We can add more in the future. Though still feel free to discuss anything else you can think of here regarding ship alerts. We can certainly add more in the future and improve functionality.
#58
Suggestions / Ideas / Re: In-game factions discussio...
Last post by Produno - July 05, 2021, 01:40:22 PM
Quote from: TikTokToe on July 03, 2021, 07:36:12 PM
Love the idea.  Maybe a shout-out to the Belters (from the Expanse).  An atypical faction: a collection of like minded folks with a distinctive culture; they make up in numbers what they don't in organization or firepower.

Would it be easy to shade grey or dark an existing ship (perhaps from older battles?) to indicate space debris?

You mean to show damage? All items will have some type of decal to show wear and tear, though your engineers should be fixing these.
#59
Suggestions / Ideas / Re: In-game factions discussio...
Last post by TikTokToe - July 03, 2021, 07:36:12 PM
Love the idea.  Maybe a shout-out to the Belters (from the Expanse).  An atypical faction: a collection of like minded folks with a distinctive culture; they make up in numbers what they don't in organization or firepower.

Would it be easy to shade grey or dark an existing ship (perhaps from older battles?) to indicate space debris?
#60
Suggestions / Ideas / Re: Ship Alert Levels
Last post by TikTokToe - July 03, 2021, 07:20:37 PM
You might also include a visual cue (blinking - long - short) or audible (beeps or "danger, danger ... Will Robinson").  Perhaps a default setting with others being able to be toggled on or off in options. 

I like the flashing or audible because it acts as a distractor where simply changing a color may go unnoticed.

I'm guessing you'll eventually want more than three.

I kind of like the idea that mixes something like a weather alert system versus defcon alerts and the weather is more about preparing for badness and defon about time to engage the badness.

The National Weather Service Alert Criteria: [Picnic - everything is cool] Watches [meh, could happen - cover the jam)], Advisories [likely put some stuff away], Warning [it's gonna hit the fan - make like a tree and leaf]

Where Defon is readiness to engage: DF1: immediate response DF2: Engage in X time; DF3: Deploy in X time; DF4: above normal readiness; DF5: chillin liken normal (or picnic time]

I guess the warnings would likely be for invasion (baddies) as well as malfunctions (ship readiness) and though green and red are clear - the yellow I might prefer a little more discrimination in terms of how long can I wait to not attend to the issue.