Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[QUOTE=Aathma;43347713]This is exactly what I had in mind.
Note, this was done over 5 years ago.[/QUOTE]
i dont understand how damn amazing that is
i mean really it was pretty long ago and its terrific
I still have nightmares about red faction: armageddon
like who the fuck thought it was a good idea to change how the entire game plays?
[QUOTE=Mbbird;43346648]Yeah if you want what you have you could just make it like how I described, then do a distance check for 1 or 2 blocks high. That'd be pretty much perfect imo.[/QUOTE]
when you jump over a hole in the structure below you, you'd momentarily be in zero-g
ditto for if a hole is blasted through the lower floors in a fight
kinda neat I suppose, sorta like a built in safety system
could just simplify the current approach by limiting the effect to the ship's bounding box though; getting ship's bounding volumes to overlap is tricky enough, and the only scenarios I can imagine it happening sound better with than without: ships crashed and mangled together causing offset or nulled out gravity in areas, or specialised ships which envelope/encircle ships and use gravgens to fuck with them (their crews and/or cargo)
Updated my best large ship with two "large ship guns" that I designed:
[img]https://dl.dropboxusercontent.com/u/54374248/SpaceEngineers%202013-12-29%2021-24-20-11.png[/img]
it'd also mean gravgen 'railguns' still work, but with the requirement for the accelerating portion to be inside the ship (or extended outside via... [I]rails[/I])
I finally started to make something better than just a metallic cube, and I'm making my first actually original ship: Tin Bee (Hey, gotta take the chance for a good name)
[T]http://cloud-3.steampowered.com/ugc/705110818619990229/2B51E426EA93048F5F3BA9BD1D986AF7F30EFFD4/[/T]
It's not done yet obviously, because I started to think in where what weapons should I put (even though I haven't even made the base of it 100% done.
So, I decided to ask you guys how should I put the gatling guns and rocket launchers.
Should I put Gatling Guns on the wings or should I put Rocket Launchers on them?
Should I put Gatling Guns on the sting or should I put Rocket Launchers on it?
Or should I just mix together, adding both weapons on both parts?
So I decided I was gonna try and make a reciprocating engine in space. My crankshaft went all kinds of wrong :v:
[t]http://i.imgur.com/hXpnToD.png[/t]
I need to counterbalance it and connect the front and rear of it so it acts as one ship
You can't connect separate ships
[editline]29th December 2013[/editline]
[QUOTE=Aathma;43347713]This is exactly what I had in mind.
Note, this was done over 5 years ago.[/QUOTE]
It worked, but it was oversimplified (not saying it's bad tho).
Still I've seen buildings stay perfectly still on a single leftover piece of wall a lot of time I've spent playing RF:G.
Oh well damnit my engine is destined to fail then :<
nevermind it might not be, I have an idea
Also, you probably can't implement such physics without center of mass actually affecting the direction you're moving. ninjad
[QUOTE=Mr.Rook;43346867]Anybody made a swivel turret with motors yet? Like that of an Apache Heli. I'd like to know because my Heavy Bomber would like one of those :)[/QUOTE]
I don't think that's possible until motors can be remotely controlled. Right now the only way to make a turret is by using the cockpit and it has to be controlled by a second player.
[editline]29th December 2013[/editline]
[QUOTE=Profanwolf;43347369]Indeed, I'm pretty sure red faction guerrilla uses something similar to simulate stress in the constructions in there.
[video=youtube;9o0FsEoyrIg]http://www.youtube.com/watch?v=9o0FsEoyrIg[/video][/QUOTE]
Nearly 100 hours on that game, the destruction is just so fun.
I fear what will happen to it when GFWL gets shut down.
[QUOTE=GHOST!!!!;43346033]I can't help but think they're being a bit dumb in deciding against "unrealistic fantasy stuff" like shielding, yet space travel is realistic even though we don't even have it properly done yet and may not for a long long time.[/QUOTE]Fuck realism, shields are just a crap mechanic in general. It reduces combat to who's got the most powerful weapons and shields, and leaves absolutely no cost to the victor. Without them, even if you win you might suffer severe damage, so you've got to weigh your options e.g. is that target really worth it, can you take it by surprise, come up with creative ambushes and combat tactics etc. Terribly designed ships die like they should (I don't mean only uber-skilled builders should live, but some plonker doing Star Trek style external engines held to the body by a breadstick will get them sheared off, reactor rooms with only a single layer of light armour will go boom etc.), rather than being saved because their entire interior is filled with reactors and shield gens.
I have no doubt it'll be modded in at some point, but I sincerely hope it's not a vanilla addition, and that people will try MP combat without it first. I came to Space Engineers to escape the dreary mathematics of space combat in other games, where your laser or other weapon subtracts a given value from the enemy's shields or hull, then after a sufficient amount has been subtracted the target explodes. I want to be able to disable parts of an enemy ship, ram into them with a boarding pod and wreak havoc from the inside etc etc.
[editline]30th December 2013[/editline]
[QUOTE=Electrocuter;43349327]Nearly 100 hours on that game, the destruction is just so fun.
I fear what will happen to it when GFWL gets shut down.[/QUOTE]I remember being so disappointed that I couldn't destroy the under-construction skyscraper in the final area in the game :c
[QUOTE=Sgt Doom;43349532]doing Star Trek style external engines held to the body by a breadstick will get them sheared off[/QUOTE]
That gives me an idea for multiplayer, building ships with decoy areas like that that are meant to be shot so as to deviate attention (and guns) from true important areas of the ship.
[QUOTE=Sgt Doom;43349532]I remember being so disappointed that I couldn't destroy the under-construction skyscraper in the final area in the game :c[/QUOTE]
I think you can with some effort.
Yeah seems you can:
[media]http://www.youtube.com/watch?v=Zcw5JPdO-4k[/media]
Has anyone given any thought to how ships might travel around the ...solar system?
Either some kind of jump drive, which would be cool, or perhaps even just allowing acceleration to a really high speed?
That would also mean if you impact something at inter-area speeds your ship could get damaged, leading to kinetic space mines or similar?
Additionally, internal sensors. It'd be nice to know if I have a hull breach in the forward lavatory without having to go check it out myself.
[QUOTE=PredGD;43322550][IMG]http://i.cubeupload.com/gsYexl.png[/IMG]
I'm crying, what the hell have I made
I honestly have no clue what I'm doing[/QUOTE]
wtf thats not space engineers is it?
[QUOTE=viperfan7;43350740]wtf thats not space engineers is it?[/QUOTE]
woah, yeah, what is that?
[QUOTE=Tmaxx;43350749]woah, yeah, what is that?[/QUOTE]
That is Kinetic Void, another early access space game that is sandbox and you can make what ever ship you would like, also they are destructible but not on the scale of Space Engineers
[url]http://store.steampowered.com/app/227160/[/url]
Nobody's brought up the Square-Cube Law yet?
Anyway, the reason a stress-based physics simulation would be insane for this game is that, due to the masses we're working with, any reasonably-sized ship would rip itself apart when you tried to move it. We're not talking the large builds we've seen here, even the large prebuilt ships would experience extreme deformation when flown.
Physics simulation could be cool, but the entire game would have to be rebalanced to allow for it.
As for shields, I'll be entirely happy with varying strengths of armor plate. Weapons WILL have to be tweaked considerably, however, either in efficacy or materials cost.
I made a door
[img]https://dl.dropboxusercontent.com/s/q17pt7a0d9ook88/hangardoor.gif[/img]
[QUOTE=Cone;43344451]have you considered the possibility that your ship may have once entered a portal to Hell and came back possessed or, indeed, alive?[/QUOTE]
Huh, that might explain why my crew likes to partake in murder orgies so much :v:
In case no one knows, there's a cool Youtuber that has a bunch of videos on Space Engineers. These range from tips and tricks to discussing updates and future features etc. It's an awesome channel and I heartily recommend it: [url]https://www.youtube.com/channel/UCftK-tQH9-Pp68v6ImVbrzA[/url] Also, this guy has designed his own door systems, torpedoes etc. So he's pretty pro at this game and he puts my creations to shame :(
[QUOTE=Tinbe;43348408]I finally started to make something better than just a metallic cube, and I'm making my first actually original ship: Tin Bee (Hey, gotta take the chance for a good name)
[T]http://cloud-3.steampowered.com/ugc/705110818619990229/2B51E426EA93048F5F3BA9BD1D986AF7F30EFFD4/[/T]
It's not done yet obviously, because I started to think in where what weapons should I put (even though I haven't even made the base of it 100% done.
So, I decided to ask you guys how should I put the gatling guns and rocket launchers.
Should I put Gatling Guns on the wings or should I put Rocket Launchers on them?
Should I put Gatling Guns on the sting or should I put Rocket Launchers on it?
Or should I just mix together, adding both weapons on both parts?[/QUOTE]
[img]http://static3.wikia.nocookie.net/__cb20090511221652/starcraft/images/e/e9/Mutalisk_SC2_DevRend2.png[/img]
?
[QUOTE=Aathma;43345395]I just realized that we are going to have a SE equivalent of the Reavers from Serenity.
[video=youtube;1pgFXCnksJk]http://www.youtube.com/watch?v=1pgFXCnksJk[/video][/QUOTE]
Except that the Reavers were [sp]the result of an Alliance test which introduced G-23 Paxilon Hydrochlorate a calming agent into the air/water supply of the planet Miranda. The result was that people either laid down and simply did nothing until they expired, sleeping at their computers, cars, whatever or they became insane and incredibly violent becoming the Reavers.[/sp]
I expect SE to have pirates, but not to the degree of the Reavers from Firefly/Serenity. Perhaps however more akin to the Turanic Raiders/Vagyr from the Homeworld Saga however.
[QUOTE=ViralHatred;43352469]Except that the Reavers were [sp]the result of an Alliance test which introduced G-23 Paxilon Hydrochlorate a calming agent into the air/water supply of the planet Miranda. The result was that people either laid down and simply did nothing until they expired, sleeping at their computers, cars, whatever or they became insane and incredibly violent becoming the Reavers.[/sp]
I expect SE to have pirates, but not to the degree of the Reavers from Firefly/Serenity. Perhaps however more akin to the Turanic Raiders/Vagyr from the Homeworld Saga however.[/QUOTE]
Hopefully they're smarter than the pirates from Starmade. Easiest way to kill a pirate ship is to ram it while shooting AMCs set for maximum reload/travel speed into their ship core. (ramming them seems to throw them off-kilter for some reason and they stop doing anything)
[QUOTE=Zero-Point;43352498]Hopefully they're smarter than the pirates from Starmade. Easiest way to kill a pirate ship is to ram it while shooting AMCs set for maximum reload/travel speed into their ship core. (ramming them seems to throw them off-kilter for some reason and they stop doing anything)[/QUOTE]
Or, in the case of gargantuan ships, you engulf them inside of your own ship or blow them up with your massive arsenal.
[QUOTE=Zero-Point;43352498]Hopefully they're smarter than the pirates from Starmade. Easiest way to kill a pirate ship is to ram it while shooting AMCs set for maximum reload/travel speed into their ship core. (ramming them seems to throw them off-kilter for some reason and they stop doing anything)[/QUOTE]
It's funny because in Firefly/Serenity Reavers would actively ram your ship to board you before raping, skinning and eating you.
Also in the original Homeworld game it's programmed in the code for the pirate faction (the Turanic Raiders which are encountered as early as Mission 2) to actually steal and capture your ships but for some reason it's disabled in game.
Pirates akin to those in Star Wolves would be nice - A small band of 3 ships, two playing offensive with a 3rd using defensive skills such as ECM to throw off missiles and such.
[QUOTE=ViralHatred;43352618]It's funny because in Firefly/Serenity Reavers would actively ram your ship to board you before raping, skinning and eating you.
Also in the original Homeworld game it's programmed in the code for the pirate faction (the Turanic Raiders which are encountered as early as Mission 2) to actually steal and capture your ships but for some reason it's disabled in game.
Pirates akin to those in Star Wolves would be nice - A small band of 3 ships, two playing offensive with a 3rd using defensive skills such as ECM to throw off missiles and such.[/QUOTE]
Except the pirates in Starmade would literally just derp out if you rammed them too hard. They'll be firing at you with everything they have, but when you ram them at max speed they just kinda "HURRPDEEEERRRRRP" and float off for 5-10 seconds, plenty of time to finish them.
[QUOTE=ViralHatred;43352469]Except that the Reavers were [sp]the result of an Alliance test which introduced G-23 Paxilon Hydrochlorate a calming agent into the air/water supply of the planet Miranda. The result was that people either laid down and simply did nothing until they expired, sleeping at their computers, cars, whatever or they became insane and incredibly violent becoming the Reavers.[/sp]
I expect SE to have pirates, but not to the degree of the Reavers from Firefly/Serenity. Perhaps however more akin to the Turanic Raiders/Vagyr from the Homeworld Saga however.[/QUOTE]
i think he was more talking about squeegy's mantis ship, since the reavers were doing something similar in the movie
I think it would be cool to have something like a missile submarine that shoots some sort of lock on rocket that flies a certain distance and then aims at the target. Programmable perhaps if included with an in-game programming system that included sensors and shit like that, but that's a whole other discussion of itself that should remain dead for the time being. That way, you could have something like a large missile carrier that's soul purpose in battle would be to hang back in the fight and launch missiles at a distance, perhaps sacrificing armor for missile storage?
I want an AI enemy. Not borg, god no. Cylons.
y/n?
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