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 Post subject: Re: Additional ship part slot type(s)
PostPosted: Wed Aug 01, 2012 4:54 am 
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Programmer and Packager
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Bigjoe5 wrote:
In general, if it's something like a weapon, or some other thing that does stuff to other objects, that makes more sense to have as a ship part.
I couldn't agree more.
Bigjoe5 wrote:
On the other hand, stuff that affects the way a ship responds to actions taken against it, such as recovering damage, or absorbing SR weapons, is something that feels like a better fit for hull effects. It makes sense that a hull has some special properties that allow it to reflect weapons, or fly into a sun, but less sense that it has some special property that allows it to turn a planet into an asteroid belt.
Hm... I'm a bit wary when it comes to incorporating too much effects/abilities into the hulls, instead of making ship parts that provide these effects/abilities. You loose flexibility when designing ships (because the "mix" of abilities is kind of "hardwired") and it increases the amount of hull types.

The ability to absorb SR weapons for example could be implemented as a special armor ship part instead of attaching it to a certain hull type (and thereby restricting it to this hull type).


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 Post subject: Re: Additional ship part slot type(s)
PostPosted: Wed Aug 01, 2012 12:50 pm 
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Vezzra wrote:
Hm... I'm a bit wary when it comes to incorporating too much effects/abilities into the hulls, instead of making ship parts that provide these effects/abilities. You loose flexibility when designing ships (because the "mix" of abilities is kind of "hardwired") and it increases the amount of hull types.

The ability to absorb SR weapons for example could be implemented as a special armor ship part instead of attaching it to a certain hull type (and thereby restricting it to this hull type).

I made a sample multiple-choice-column tech tree a while back (sans effectsgroups) - it's attached to this post - just replace the text files and fire up the game to see how it would look (unless I actually wrote the effects that increase mining or farming somewhere in there). Some of the stuff about farming and mining is obsolete, but the relevant stuff is the ship parts and hulls. What I've done there is given Energy Hulls certain special characteristics, like being able to absorb energy, or exploding violently, or being able to fly into a sun, but there are also ship parts that provide these features to normal ships as well.

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 Post subject: Re: Additional ship part slot type(s)
PostPosted: Sat Aug 18, 2012 1:20 pm 
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Space Squid
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Joined: Wed Jul 20, 2011 12:03 pm
Posts: 85
Why can't some ship parts require multiple slots?
You could have a two (or more) icons attached together which would move together when dragging. If there are two (or more) slots in the ship with the same alignment as the icon in question the part will fit.
A colony pod could require 4 icons in a square (all internal) and a stellar converter could require 4 in a line (the one at the end could even be external and the rest internal). When hulls are designed the arrangement of icons would be important and would allow different types of ship parts to fit (like the shape of internal/external is currently important).
Some large ships could have all the icons missaligned, so that they can take a lot of small parts but no larger ones (such as swarm type ships).
If stellar converters or colony pods require more space in the menus then so be it.
I would also like to see some parts which could affect other adjacent parts, like a kind of booster which gives energy weapons extra power if they are adjacent, or extra ammo for missile launchers. The launchers would be external and the ammo internal.


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