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Shipbuilding in Jumpgate Evolution?
One thing I haven't seen any word on is whether there's any chance that the game will support custom shipbuilding beyond addition of modules. (I have a dream of using Jumpgate Evolution's physics engine to model and fly a StarFury) Anyone know whether this might happen?
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Re: Shipbuilding?
I think that to have code that loose would not be in Netdevils interest, before you know it people are creating mega uber ships from their imaginations/films and either everyone gets killed off of the game or ND gets sued.
Another interesting idea along this theme though would be if Netdevil were to code various physical ships components, external modules with internal characteristics that could be made, bought and assembled by player player action in a 'lego' brick style so that custom looking ships are seen in space that are tailored to the players role but goverened by a module number limitation. So in effect, you could have engine modules (x) (of differing engine sizes), cargo holds (c) (of differing capacities) and so on, including cockpits (y), sensor arrays (d) and weapons modules (f). These could be bolted together in any player chosen order to create custom appearing ships made up of hard coded physical appearances that would be easy on the server loading because they would just be representations of ship x = module x+x+y+d+d+f +c (to a max) or ship x could even be just x+c+y depending on your pocket/ chosen role. |
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Re: Shipbuilding?
Sounds like a good idea, but it seems like ND has already decided to design each ship to always look a certain way regardless of equipment installed.
I can't imagine it would be that difficult to design ship chassis' instead of finished products, then let the equipment determine the final appearance. |
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Re: Shipbuilding?
Do we want our equipment exposed externally though? What with space debri, radiation, oh let's see, weapons fire, things could have a shorter life expectancy.
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Re: Shipbuilding?
I don't believe space debris, radiation,etc. are being included as part of the Jumpgate Evolution experience. But I do recall talk about specific component damage being part of Jumpgate Evolution. So externally visible components would make sense for that purpose. Being able to target someone's engines or shields specifically would be kick-a** of course, but that might be beyond what ND is thinking.
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Re: Shipbuilding?
Don't grief my space cadet roleplay. There is debris, ratiation, etc.
![]() Targeting components doesn't mean they have to be external. But it doesn't matter to me, as long as they zip along the space lanes under my control. The new ships look pretty sleek so I doubt it though. |
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Pilot Name: Jonboy
Join Date: Aug 2004
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Re: Shipbuilding?
If there are no space-bricks in Jumpgate Evolution, I'll go on a frogicidal killing spree.
Or I'll erect a brick mobile above my computer monitor. Or both. It won't be the same without space-bricks! |
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Re: Shipbuilding?
I completely agree that there'd have to be restrictions, and I was definitely envisaging the lego (or generic store-brand equivalent)-style shipbuilding. Mainly because I have no interest in firing up Maya and mapping out the components myself
![]() Disclaimer: I've never played Jumpgate before, only Eve. But I'm definitely planning on giving Jumpgate Evolution a shot once it comes out Sometime Soon (TM). I was just imagining that, since it seems so oriented around fighter-fighter combat, the extreme maneuverability of a StarFury style design (i.e. ships which aren't a glorified modification of the standard Apollo-rocket style configuration) would fit right in. If any of you haven't seen a StarFury in action, go check it out (Babylon 5). They fly and fight unlike anything in the Star Wars, Star Trek, Wing Commander, Space Above and Beyond, pantheon. It's brilliant. That sort of design plus a set of whatever Saitek's latest controllers are, and I'd be a happy badger. The world revolves around my StarFury fetish... So get it done! |
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Re: Shipbuilding?
Quote:
That would be beyond amazing. That would actually rock my socks off if they did that. Will Jumpgate Evolution be using auto-locking weapons? If so, then you couldn't really target specific parts of a ship. If it's WWII-style with non-tracking weapons, that would be a whole different kettle of fish. Opens up interesting ideas, actually. New players could use tracking weapons for higher probability of a hit but lower damage, and no ability to target specific components. Highly skilled players could use non-tracking weapons for more damage and to target engines/weapons etc. Doubt it'll happen, but who knows. |
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Re: Shipbuilding?
Haven't heard much about whether there will be tracking weapons or not, but I doubt there will be. Although the idea of tracking weapons doing X less damage than aimed weapons might be a way to make them palatable. It would also make it so that even the less skilled pilots could contribute to a fight, yet not dominate.
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