(08-04-2016, 11:17 AM)Magnifique Wrote: Since renaming systems is a thing with the devs right now, Connecticut could be renamed to "Simulation" or "Virtual Reality" so it can serve as an IRP training or dueling ground in addition to its current purpose.
A VR within the VR, or game within the game, if you will.
It -is- renamed, I think. I clearly remember once going to conn and seeing a "Virtual Reality Training Area" or something pop up when I exited the station.
(08-04-2016, 11:17 AM)Magnifique Wrote: Since renaming systems is a thing with the devs right now, Connecticut could be renamed to "Simulation" or "Virtual Reality" so it can serve as an IRP training or dueling ground in addition to its current purpose.
A VR within the VR, or game within the game, if you will.
(08-04-2016, 12:22 PM)Ramke Wrote: It -is- renamed, I think. I clearly remember once going to conn and seeing a "Virtual Reality Training Area" or something pop up when I exited the station.
I meant renaming the system itself to "Simulation"
To get there, you time /simulation of /sim instead of /conn, and the people in there have "Simulation" written in the player list and not "Connecticut".
And a starsphere that looks like a simulated environment, with lines and numbers/letters for orientation and stuff.
User was banned for: Karlotta alt
Time left: (Permanent)
Posts: 3,384
Threads: 104
Joined: May 2012
Staff roles: Balance Dev
A new effect for the repair ship's repair guns would be great. The current effect is not really suited to longer effective range / higher projectile speed / higher refire, which are things that the gun itself needs to be viable. The effect could be anything from a "welding laser" to a cloud of nanobots or something.
Other than that, I've toyed with the idea of codename shields which could have very fancy impact effects, if you're feeling very creative.
(08-04-2016, 01:17 PM)Haste Wrote: A new effect for the repair ship's repair guns would be great.
In that case you'd best figure out and settle on 'weapon' stats to make effect play correctly. The fancier effect goes the more specific to stats it would be given that timings would have to be hard-coded into effect itself as they cannot be passed into it as variables.
(08-05-2016, 02:26 AM)Venkman Wrote: How about some new P.O.B designs?
Like what? Custom base models are doable and it is fairly complicated to do them right with all the docking bays and animation that goes into. Might be interesting to make. Though as with anything that time consuming I'd prefer effort put into making one to actually have adequate use in mod.
(08-04-2016, 01:06 PM)Magnifique Wrote: And a starsphere that looks like a simulated environment, with lines and numbers/letters for orientation and stuff.
Some sort of '80s neon grid I guess given FL's occasional retro-futurism elements? Shouldn't be difficult to make.
How about a model of a near-future hard sci-fi starship / mothership / colonyship for Orbiter (love and hate it the same way as FL but for other reasons)?
I am working on star system generator to populate yet unknown worlds with all the vast types of planets and space bodies. And that all is to be explored.
All it takes is a 3D model and texture, optionally, with a normal map. Rest I could do myself.
But the challenge is to make it a serious looking vessel.
Hmm, how about a remodelling of the vanilla cargo pods? Perhaps even creating some new ones for more variety, like special gas tanks with a H³ writing for example?
(08-10-2016, 12:04 PM)Mercarryn Wrote: Hmm, how about a remodelling of the vanilla cargo pods? Perhaps even creating some new ones for more variety, like special gas tanks with a H³ writing for example?