Quote:Original post by Mayrel Suppose you're walking along and somebody sticks a sword in your eye. You might not know where they are, but you'd sure as hell know they were somewhere. Active scanning and stealth do not mix. Destructive anti-passive-scanning and stealth even less so. |
LOL, yeah, high energy concentrated beams of light isn't exactly passive scanning indeed. Again, it's all about tactical choice. Offer the player the options and let them decide what to do.
I really loved the sequence in _Das Boot_ where everything is turned off and the sailors are even
whispering just in case the enemy could hear that, and the only sound is the increasingly loud beep of the sonar... aaaaah, how I love that movie :-D
On another note, since we were mentioning being exposed to vacuum earlier on (and maybe I should have started a "hard science sci-fi" thread, but what the heck), I always wondered about the problem of being exposed to almost-zero K temperature... surely that would be more damaging than the lack of pressure, no?
Quote:Gyrthok serious problem with bone loss and weakened immune systems with prolonged periods of exposure to Zero-G |
Indeed, I see two solutions there:
the simple one would be that technology/zero-g medicine would be advanced enough to provide help combating those symptoms.
Quote: But then again, instead of gravity carpeting you could go into the value bin and design portions of the ship that use centrifugal force to produce artificial gravity.
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Exactly. For instance, what about sleeping quarters that rotates fast enough to provide one-g while you are sleeping?
No need to make the whole ship a rotating cylinder. Simply have portions of the ship rotate to provide the bodies a respite from the lack of gravity.
The other solution would be that after living long enough in zero-g, and with help from genetic science, mutants would evolve, whose bodies would be adapted to the lack of gravity.
This would have some really interesting social problems associated to it, a bit like the mutants in Total Recall that evolved because of the lack of protection from radiations.
(i.e. mutants are not mindless monsters, but a product of society)
Quote: On another note, a light beacon has a nice ring to it.
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I was thinking why not turn them into "mapping" drones, or something. Send a swarm of light emitting, loud beeping drones around your ship to establish a perimeter, map the surroundings and, as a side effect serve as decoy.
Wouldn't be very discreet stuff, but you wouldn't deploy them when you are trying to hide, rather when you have decided to settle for a little while. Maybe they could have a stealth mode where they are more like a mobile minefield around you, serving as first line of defense, of sorts.
Quote:johnnyBravo I didn't really think about how I was going to portray that, I might just make a cylinder shape stick out of the ships,
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Well, the reason I like to think about those little details is because it allows for more rational, consistant design. It's like the whole thing about the engines on the Enterprise being so far from the center: if they explode, they are less likely to damage the hull and the main areas of the ship than if they were stuck to the main part of the hull. It looks less cool, but it makes more sense. Then again, if you start thinking like that, the best shape for a spaceship is something like a sphere, for optimal use of space...
Quote: Also what do you think about having the ships textures consisting of alot of tile shapes, eg squares or triangles, or some polygonal shape?
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If you look at textures used in spaceships, you'll see that they usually use lots of squares partially overlapping at times. It's a simple trick to make it look like riveted panels stuck together. The kind of things you would see on a ship. If you use a regular grid type of texture, it's more correct, but it tends to be a bit more boring, less eye pleasing, hence the overlap that you'll find most of the time.
IMO, the most important thing is to use rather regular textures, but have several ones for various portions of the ship.
What kind of basic shape you use (hex, triangles, squares) can affect the perceptions that the player has of the species owning the ship, much like the lines of the ship give a different "feeling". How much overlapping/irregularity you give to your texture is a matter of personal taste, and trial and error. Adding rust effect, blast impacts and other forms of aging can add an interesting feel to your ships and is rather easy to achieve if you know your paint software.
(I had a tutorial thread about how to make textures very easily in the Visual Arts forum, if you want to see what I am on about)
BTW, I still think those asteroids fields look fantastic :)
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