infectant
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Post by infectant on May 28, 2016 23:49:28 GMT
There is a lot of diversity in the tech of sci-fi, and we won't be able to capture all of it. Thus, I think that there should be the ability to define new function parts based on their function, so, for example, when making an antimatter bomb, you define that it is a weapon, and a massive explosive.
Good/bad? Ideas? Suggestions?
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Post by rocket54321 on May 31, 2016 15:56:35 GMT
What would be really cool is different FTL methods for you to discover, and the ability to use them all for different things (like a warp drive which would be versatile but slow, good for low-mass things like warships, wormholes which would be fast but require lots of warmup for high-mass things like cargo ships, and hyperdrives, which would need warmup and cooldown but would have lots of range, for exploration and stuff).
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infectant
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Post by infectant on Jun 1, 2016 5:15:21 GMT
Have you played Stellaris? They have exactly that.
FTL methods are what inspired this idea, actually.
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Post by rocket54321 on Jun 1, 2016 15:22:39 GMT
Have you played Stellaris? They have exactly that. FTL methods are what inspired this idea, actually. Yup. What would be even cooler is if you could have all of these methods at the same time!
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Post by Moopli on Jun 2, 2016 16:48:03 GMT
I also like the idea of having a lot of different FTL methods available.
We could have Alcubierre drives (generally what warp drives are based on) for slow, free movement; since you'd likely have to exit your bubble frequently to prevent the buildup of too much matter in the front of the bubble that would crash into you upon bubble collapse.
We could have Krasnikov tubes, constructed by alcubierre ships with specially-modified drives, that allow FTL travel from one endpoint to the other, a superhighway that actually exists in regular space (and thus, perhaps travel through one can be detected).
We could have wormholes too, though I'd prefer some limitations in exactly how they operate. Maybe the local space at both source and target has to be minimally distorted (implying that they have to be accelerating very quickly when near a large mass) which would make safe travel harder but would do nothing to stop wormhole planet nukes.
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infectant
Multicellular
Spreading throughout your body...
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Post by infectant on Jun 4, 2016 16:12:53 GMT
So, back to the original topic?
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Post by Atrox on Jun 4, 2016 17:03:34 GMT
Sci-fi tech? Hard light
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Post by Moopli on Jun 5, 2016 1:59:09 GMT
So, back to the original topic? Whoops, sorry. I think that function parts will generally be defined at a level of detail that fits what you're suggesting -- I don't think we would have "antimatter bomb" as a function part, for example, but we might have a generic "explosive charge" function part, and a series of technologies like "antimatter manipulation 1/2/3" that would unlock increasing caps on feasible explosive energy density or explosion shape (as in, it would take a lot more skill with designing antimatter warheads to produce one which will focus its explosive energy towards the target). The function part would then have various properties like "type of explosive" and "charge shape" and "trigger" which would be unlocked by various researches. Maybe we would have some setting that allows an object you create to automatically upgrade function parts when you research upgrades; in which case you could arm your first space station with, say, nuclear missiles, and not worry about it because it will upgrade to better nukes, then antimatter, then, say, contained black holes, as you research better stuff. As for allowing the player to, say, input a number for how strong the explosion is, to define their own function part, I don't think that would work out too well. The various properties of new or upgraded function parts depend intimately on the state of your research/technology. I simply can't see any way you'd be able to define all the properties of a new function part without getting into the code (which you could totally do). If you want to take a nuclear explosive function part, make a bigger one, and call it an antimatter bomb, you could do so as long as your technology is capable of building a nuclear explosive that powerful; but it won't be an antimatter bomb. Edit: some sci-fi tech ideas: - ISRU: general term for any sort of system that can exist in space, and process a resource found in space, to produce a resource which is useful in space. Much of this is very near-term future tech, for example, mining lunar regolith for oxygen to send to an EML2 propellant depot. - caged black-hole missiles: a missile containing a small black hole, which the missile will feed itself into just before contact with the target, so the black hole hits the target and devours a chunk of it before evaporating in a destructive explosion. The localized warping of spacetime could also be used to damage futuristic structures constructed through spacetime warping (eg, wormholes, krasnikov tubes, FTL drives).
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Post by Theredtardis on Jun 5, 2016 14:54:02 GMT
Just a quick question: will it be possible to research time travel?
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Post by Moopli on Jun 5, 2016 15:30:08 GMT
I don't think there's any way we could make a game of this scope that also allows you to break causality, so no.
In terms of the causality-breaking aspects of FTL travel, we'll most likely have to do the handwaving that most settings with FTL do, and assume that an inertial frame exists, even while doing our best to use the rest of general relativity where it makes for interesting gameplay.
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SirLostTime
Multicellular
Word of advice: whenever on the internet, always remain vigilant.
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Post by SirLostTime on Jun 5, 2016 16:17:56 GMT
I really like this idea of creating technology and what defines it.
What about the tech that the Predators use in the Predator and AvP franchises, such as cloaking devices, plasma and energy based weapons, masks that have different fields of vision, etc.? Would something like those be possible?
Or are these types of tech out of the question?
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Post by Moopli on Jun 5, 2016 17:07:44 GMT
There are different kinds of cloaking tech, and I'd say some are more possible (i.e., requiring less handwaving) than others. Minimizing radar reflection off a vehicle -- definitely possible (as it exists). Cloaking tech for visual camouflage -- also definitely possible, you could simply be a flounder. Cloaking a spaceship against all forms of detection from afar -- should be possible with some kinds of exotic matter (the same kinds that you would need for FTL travel) to put you in a space-time bubble where all light (and by extension, anything else) follows a path around you.
Plasma and energy weapons are also possible (and reasonable) in certain respects: spaceship laser cannons, sure. Particle beam weapons, sure. Fallout-style plasma throwers, probably not (at first glance, anyway).
Masks with different modes of vision are already possible -- NVGs are a thing, for example. And since we are very interested in replicating the mechanics of real-life vision in Thrive, I'd say that we'd probably eventually be able to implement NVGs or other masks that have different modes of vision too. Admittedly, they might just end up being purely visual effects since we might not want to bother modelling heat signatures (for example) in enough detail for you to see a good picture, or even at all.
Would any of these things act just like how they do in the Predator universe? Probably not, we generally like to go our own way design-wise.
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SirLostTime
Multicellular
Word of advice: whenever on the internet, always remain vigilant.
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Post by SirLostTime on Jun 5, 2016 18:01:33 GMT
Fair enough.
But what about creating artificial life forms in the style of the Indominus rex in Jurassic World, which was made up of the DNA of multiple species?
Or simply creating an artificial organism from scratch through bio-engineering?
I know of one example being glow fish being engineered by scientists to detect environmental pollutants in real life.
The question is this: would we be able to create an artificial organism through manipulating genetics and bio-engineering?
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Post by Captain McDerp on Jun 5, 2016 18:06:56 GMT
Fallout-style plasma throwers, probably not (at first glance, anyway). That's where the more fictional sci-fi technologies kick in I guess. You could go the Xenonauts/XCOM route and build plasma weapons based around graviton emitter tech. Basically: a plasma gun fires plasma and a bundle of gravitons which holds the plasma "bolt" together. Thus pretty much working like a traditional "plasma gun". This kind of thinking could probably be applied to other kinds of tech as well. (But since gravitons are only theorethical, they probably wont be in the game.)
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Post by Moopli on Jun 5, 2016 18:30:42 GMT
That's where the more fictional sci-fi technologies kick in I guess. You could go the Xenonauts/XCOM route and build plasma weapons based around graviton emitter tech. Basically: a plasma gun fires plasma and a bundle of gravitons which holds the plasma "bolt" together. Thus pretty much working like a traditional "plasma gun". This kind of thinking could probably be applied to other kinds of tech as well. (But since gravitons are only theorethical, they probably wont be in the game.) But why would you bother doing all the research necessary to fire self-contained blobs of plasma that would simply dissipate most of their energy before they reach the target, when you could create a laser-pumped particle beam weapon that can do much more damage, or indeed, if you can harness gravitons or gluons, simply fire those? Plasma throwers follow rule of cool, sure, but I happen to think there is already a cornucopia of cool that we can gorge ourselves on while being less unrealistic. Edit: as for artificial life, yeah, we will definitely allow the creation of artificial life as part of future-tech. The first half of the game would already have all the systems involved in creating a new lifeform, so from a software-engineering standpoint it's not an insane proposition. But I'm unsure if we'd put much work into allowing you to create things that you wouldn't have been able to evolve in the game. Maybe some new organelles that you can develop and put in artificial cells, maybe some new types of tissue that include synthetic materials, but more than that would probably involve a lot of extra work.
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Post by Atrox on Jun 6, 2016 0:17:53 GMT
How about
***Hard light***
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Post by lowry on Jun 6, 2016 0:42:59 GMT
How about ***Hard light*** Or light molecule compounds... 
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infectant
Multicellular
Spreading throughout your body...
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Post by infectant on Jun 6, 2016 4:08:39 GMT
How did this thread get so huge?
Here's an idea for you: QGP gun. So hot the massive energy dissipation doesn't matter. Would probably create a fairly large explosion whenever it was fired.
And Atrox, soft light works much better.
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Post by Moopli on Jun 6, 2016 5:25:09 GMT
The problem with that line of thinking is that the massive dissipation isn't a problem of lowering the amount of damage you can deal, but lowering the efficiency with which you can deal that damage. Simply adding more power doesn't make it any better a weapon -- you could do more damage by scaling up a more efficient way to shoot a bunch of high-energy particles at a target. Personally, I'm a fan of missiles that use a containment system to contain, say, the plasma, or antimatter, or black hole, or QGP, or whatever it is that would dissipate a lot of energy in transit to the target if it wasn't contained. It's less fun than a big glowing ball of powah, sure, but it'll make a bigger boom when it hits.
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Post by Atrox on Jun 6, 2016 21:33:38 GMT
How about ***Hard light*** Or light molecule compounds... Go on...
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