Upgrade Suggestions for Elite Dangerous (The War of Comets)

It's going to sound weird, but my bridge model is based on the Bible... And even that can be a powerful marketing tool for the game.
Keep in mind that this was passed down through oral traditions, by peoples and civilizations who were ignorant of science and writing, and later compiled into ancient texts. There was not even a vocabulary to describe what was seen... I´ll show the inspiration!

Revelation 4

1 After these things I looked, and, behold, an open door was in heaven; and the first voice, which as of a trumpet had heard me speak, said, Come up here, and I will show you the things that must take place after these.
"voice, which as of a trumpet" - It looks like there was some kind of external speaker, to talk to him...

2 And immediately I was in the spirit, and, behold, a throne was set in heaven, and one sat on the throne.

John did not receive the revelations on the island. He entered something in the sky - a cloaked ship (João can see the interior of the vessel when the door opens, because the outside is cloaked and is invisible to the human eye) in the sky of the island, which will be described next... chapter and the next, we will see things that happen among the celestials. John describes them within the limitations of his understanding.

3 And he that sat was in appearance like jasper and sardonyx; and the celestial bow was around the throne, and it looked like an emerald.
4 And around the throne were twenty-four thrones; and I saw twenty-four elders seated on the thrones, clothed in white robes; and they had on their heads crowns of gold.

There are 24 elders sitting on thrones (large, comfortable chairs) in patterned robes - didn't John have a word in your language to describe a control room or the bridge?

5 And from the throne came lightnings, and thunders, and voices; and before the throne burned seven lamps of fire, which are the seven spirits of God.
6 And there was before the throne like a sea of glass, like crystal. And in the midst of the throne, and around the throne, four beasts full of eyes, in front and behind.

Lightning are lights that can be visual signals of control, holography projected in front of those who sit on the throne, blurred by João's angle of vision? Thunder and voices - Noises intelligible to John. Can the one who sits on the throne hear and converse with other people, inside and outside the ship? Ask yourself how someone, without science or vocabulary, would describe something like this?

Sea of Glass? Does the "Commander" have a glass table in front of his chair? Animals is the name João uses when he doesn't recognize a form of life (biological or artificial) that moves?

7 And the first beast was like a lion, and the second beast was like a calf, and the third beast had a face like a man, and the fourth beast was like a flying eagle.
8 And the four beasts had, each by itself, six wings, and all around, and within, they were full of eyes; and they do not rest day or night, saying, Holy, Holy, Holy, is the Lord God Almighty, which was, and which is, and which is to come.
9 And when the beasts gave glory and honor and thanksgiving to him who sat on the throne, to him who lives forever and ever,

Watch! John doesn't recognize the life forms he is seeing... He doesn't say they are, but that they are similar! Different, animal-like beings working in the control room... Aliens of another appearance or artificial forms of intelligent life? Could be a kind of drone (full of eyes... cameras)?

With this bridge, the fleet owner can see the hired crew working, after all, the expenses with these people are heavy! This is the inspiration of the bridge that I suggest... The bridge of a cloacked ship.
 
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27) Let's talk about "Gravity Control" tecnology (who knows this goes into game lore).

First of all, the game development team's decision to place the interior of the ships with simulated gravity is completely correct. For this, keep in mind that gravity is a wave!

The gravitational wave is an invisible (yet incredibly fast) ripple in space. Gravitational waves travel at the speed of light (186,000 miles per second). These waves squeeze and stretch anything in their path as they pass by.
The most powerful gravitational waves are created when objects move at very high speeds. Some examples of events that could cause a gravitational wave are:
  • when a star explodes asymmetrically (called a supernova)
  • when two big stars orbit each other
  • when two black holes orbit each other and merge


Gravitational waves are detected in these phenomena because they represent gigantic variations in the densities of huge bodies. The strength of the gravitational force is a function of density, not simply mass. Not by chance, black holes, bodies of extreme density (giant masses concentrated in tiny volumes), have the greatest measures of gravitational force in the Universe, attracting even light.

Here begins the folklore... “The development of gravitational technology begins with the development of metamaterials capable of varying their density as a function of electrical current. With the power passing through a conducting wire of this metamaterial, it contracts, decreasing its volume and significantly increasing its density. With increasing density, the force of stable gravitational nature is created.

By creating equipment capable of measuring the frequency and amplitude of the Earth's natural gravitational waves, scientists were able to make these metamaterials vary their density to emit waves capable of nullifying planetary gravity, creating extremely fast spacecraft that are independent of aerodynamic concepts to fly.


Scientists have discovered that the application of alternating current to this new class of mematerials causes their density to vary in proportion to the current. The variation in density enables the creation of gravitational waves, on the “X” axis, or capable of promoting inertial stabilization, on the Y axis, and this caused a revolution, both in terms of emulating gravitational technology, in atmospheric flight and enabling the space fold.

In the space field, such technology makes possible the creation of space warp technology - Alcubierre propulsion, varying the density of these materials in the hull of the ships or even by the projection of energized material, a few millimeters in front of the ship's hull...

By the proposition, we have that the systems of gravitational emulation and inertial stabilization, IN SHIPS of the ED, depend on energy and are intrinsically linked. This creates a number of possibilities regarding the development of environments.

The gravitational emulation system of the bases, based on the inertial force of rotation of the system, is perfect, as it is continuous and “uses much less energy” than the spacecraft system. The spacecraft's jump capacity limits are proportional to the degradation limits of gravitational metamaterials.

Zero, light, normal, strong and extreme gravity environments, as well as different levels of inertial stabilization (Inertial stabilization is essential for survival, given the ship's accelerations and maneuverability) and tecnologies... For example, can be create a suit and robots capable of flight, without having to worry about jets moving vertically or horizontally....

On the other hand, gravitational emulation technology also opens the possibility of building installations in places with gravitational extremes... bases on asteroids (low or no gravity) and in orbits close to gas planets and even close to the event horizon of black holes... A ship that has a propulsion system capable of generating gravitational waves can navigate in any environment (space, air, water and even in dense media), because it uses this force, manipulates, also the surroundings of the ship... fluids and aerodynamics concepts are expendable...

For developers, this facilitates in-house development of simulated earth-gravity environments and enables a range of "creations".
 
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28) Proposals for improvements in ground technologies (some names and inpiration based on Tech tree of game Master of Orion)

28.1) Regarding the costumes in games, it is worth remembering that the idea is that there are mechanical and organic variations. Suits are proposed to be specialized... Classes can be specialized to face certain conditions that the player anticipates they will encounter during the mission, for example, if they think they will have combat and the task has radiation environments, they can specialize the suit for it! AN OUTFIT FOR EVERY OCCASION – hours of engineering and expertise, just like on ships!

*** Obviously, planning to add equipment on top of the suit, (exoskeleton/ powered armor) it must have a human movement speed. No excessive speed/too much movement (as seen in Call of Duty), or there will be no point in adding equipment to improve this.

28.1.1) Explorer suits – run faster and long range sensors.

28.1.2) Space Suits – can live more time in hostile environments (can be improved for cleanning missions).

28.1.3) Battle Suits – can resist more to aggression (shots)

28.1.4) Stealth Suit – vulnerable, but can camouflage and less noise movement.

28.1.5) Minning Suits – can carry more ore and has minning tools;

28.1.6) Repair Suit (…)

28.2) Exoskeletons offer cumulative upgrades with the character's attire. Here the idea remains, an outfit for every occasion, but the player has the option to mix characteristics, for example... A Battle Suit with a Stealth Exoskeleton - Camouflage won't be perfect at close range, but it works at medium and long range

28.2.1) explorer exoskeleton

28.2.2) Space Exoskeleton

28.2.3) Armored Exoskeleton

28.2.4) Medical Exoskeleton

28.2.5) Stealth Exoskeleton - the character can change its exoskeleton to match the background.

28.2.6) Minning Exoskeleton

28.2.7) (Look missions type to build specialized more variations)

28.3) Powered Armor - can mount carry a number of one- or two-handed ranged weapons, as indicated by its weapon slot value. The weapons mounted in powered armor’s weapon slots require no hands to wield or carry as long as the armor has power, but reloading such weapons requires a free hand (unless you have an automated loader upgrade). Mounted weapons designed for a creature the size of the powered armor or smaller impose no penalty to attack rolls. It need help to mount or remove the weapon. A weapon can't be removed and you cannot be disarmed of the weapon if the armor has power and you do not wish the weapon to be removed. Weapons in weapon slots can be subject to sunder combat maneuvers. High visual, heat and signature radar.

28.3.1) Can be especialized like Exosekeleton, but cannot be used cumulatively with it. While exoskeletons are focused on armor and physical strength, Powered Armor is focused on shields and energy availability. The balance between then is the tecnology "advanced damage control". See section 26 of this forum.

28.4) Companion drone - the character can choose the vehicle's locomotion mode, whether flying or land, dog or biped type - this does not prevent the flying drone from entering the water, as long as the speed and flight mode are influenced by the environment (Similarly with terrestrials).

28.4.1) Like suits, they are specialized in a basic role (explore, mine, combat...) and there should be scope for improvement in roles: Explorer (fast with long range of sensors), Stealth, Cargo, Mining, Build, Repair , Recon, Combat/Armor, Hack, Medic... A drone for every type of mission...

28.5) Battleoids are giant robot fighting vehicles with power and mobility far beyond that of conventional vehicles, support passenger entry with suits, exoskeleton or powered armor and have AI or Organic Intelligence to work without the internal presence of the pilot (Mechwarrior, TitanFall... ).

28.5.1) Unlike the example games, drones and Battleoids aren't just for combat. Like suits, exoskeletons…, they start from a model adapted to a certain role and can be modified by engineers... Explorer, Stealth, Charge, Build, Repair, Recon, Combat/Armor, Hack, Medic... A battleoid for every type of challenge...

28.5.2) A drone can team up with nanomachines and also with the battleoid to build a structure or fix something, for example!

28.6) Personal shield technologies available to characters and Battleoids.

28.6.1) Personal Deflector Shield – specializes in kinetic weapons. It ends up partially random deflecting what hits the shield, which can injure other people or damage nearby structures.

28.6.2) Personal Absorption Shield – Partially immune to the effects of Phasor Weapons. Able to convert part of the damage into extra energy for the suit.

28.6.3) Personar Reflector Shield – specializes in thermal damage. Has a chance to create a beam of energy in the direction of the damage source.

28.6.4) Personal Barrier Shield – specializes in absolute damage. Immune to melee combat if shield online.

*** All shields are vulnerable to explosive damage and sensitive to ion weapons.

*** see proposed shield engineerings for ships

*** All personal shields defend against every kind of damage, but some are more effective than others.


28.7) Weapon Types for Ground Combat (Character can select mode to “stun” and “lethal”) - Just like the ships, the suits must have an energy management system that links the use of weapons, shields, sensors, informs the situation of the "shield" (holes in the suit), of the organism - health and injuries -, external conditions ( temperature, pressure, atmosphere type - toxicity/corrosion, gravity, current weather and forecast for weather events, radiation and magnetic field)

Characters must have the ability to carry a pistol and a light machine gun or rifle (in normalized gravity locations). Rifles and heavy weapons can only be carried in conjunction with exoskeletons... If the amount of energy for their operation is large, only with Powered Armor

Weapons can be modified, distance, focus curve, mass and in order to mix effect types (eg a kinetic weapon can have a laser installed - it becomes a rail gun rifle)

In places with high gravity - it will only be possible to carry one weapon and the wielding speed will be slower.

28.7.1) Laser weapons – Thermal damage

28.7.2) Ion Weapons – Utilizes electromagnetic pulses and an ion beam that overloads electronic systems and quickly knocks down shields. Mechanical parts of the character may stop working.

28.7.3) Phasor Weapons - is high-powered microwaves cannon that emits radio frequencies in a conical beam. It doesn't cook a drones and equipment with heat. Instead, the weapon disrupts or destroys their circuits with a burst of overwhelming energy. It can cause discomfort, dizziness, headache, fainting and even death in organic beings, even without dropping the shield.

28.7.4) Plasma Weapons – Same mechanics as the game… with a lot of absolute damage.

28.7.5) Gauss Weapons - Kinetic damage, no "stun" mode - Gauss weapons or electromagnetic weapons are a type of projectile accelerator consisting of one or more coils used as electromagnets in the configuration of a linear induction motor that accelerates a ferromagnetic projectile or driver at high speeds (Projectile is influenced by gravity and wind and has no stun mode)

28.7.6) Explosive weapons – missile launchers (RPG style, Javelin…) – Projectile is influenced by gravity and wind -, explosive and magnetic pulse grenades, land/proximity mines, remote/proximity detonators…

Damage in function of focus.jpg


28.8) Weapon efficiency curve (Call of Duty benchmark)

28.8.1) Pistols – Maximum efficiency and focus on very short range. Quick to aim and reload. In "Earth-like" gravity locations... Allows for higher jumps and faster movement. Low energy consume. Low heat generation.

28.8.2) Small machine guns and shotguns - Maximum efficiency and short-range focus. Slower than pistols guns to reload. In "Earth-like" gravity locations... Character jumps less and moves slower than with pistol guns.

28.8.3) Rifles – Maximum efficiency and mid-range focus. Slower than light machine guns to reload. In "Earth-like" gravity locations... Character jumps less and moves slower than with small machine guns.

28.8.4) Long Range Rifles – Maximum efficiency and focus at very long distances. Slower than rifles guns to reload. In "Earth-like" gravity locations... Character jumps less and moves slower than with rifles.

28.8.5) Heavy Machine Guns – Maximum efficiency and long-range focus. The Slowest to reload. In "Earth-like" gravity locations... Character don´t jump and moves slower than with long range rifles. It can severely damage aircraft or even destroy them. High energy consume. High heat generation.

28.9) Accuracy and wielding speed

28.9.1) On the battlefield, soldiers are deprived of sleep, food, and comfort. This affects your movement ability, reflexes and shooting accuracy (time in combat affects accuracy and wielding speed).

28.9,2) Added to this is the weight (gravity of the combat location) of the weapon, load of equipment and supplies, and the level of energy available.

28.9.3) In addition, it is necessary to consider projectile deviation conditions:

28.9.3.1) Weather conditions - laser, ion and phaser weapons are immune, but kinetic and plasma weapons are deflected by gravity (y-axis) and atmospheric conditions (x). You can't exchange long-range shots with someone in the middle of a storm...

28.9.3.2) Coriolis Effect - effect of the rotation of the celestial body in which combat takes place

28.9.3.3) Breathing (makes the scope swing), and the exaustion level, quality/quantity of available oxygen affect vision, modifying accuracy... The target may appear slightly displaced. After a run, the delay in slowing down your heart rate and breathing rate will hurt your aim.

28.9.3.4) Exhaustion level or tiredness level - affects vision (aiming accuracy, swing rhythm and focus), decreases hearing, movement speed, running time and speed, carrying capacity and melee effectiveness and melee counter chance. The exoskeleton and powered armor will mitigate the exhaustion level issue. (create a problem to offer a solution or, as the saying goes, put a goat in the room to tell the owner of the house that he is going to take him out lol)... Only the comfort of a battleoid or a ship can bring the well-deserved rest!

We cannot forget that, in environments where the players are not wearing a helmet (in which it is damaged or removed voluntarily) or when the suit is damaged, there will be the influence of atmospheric pressure on the "exhaustion index". That is, the higher the player is, the faster the player will get tired (low atmospheric pressures accelerate physical exhaustion and make regeneration difficult, while high pressures decrease physical exhaustion and accelerate regeneration).

28.9.3.4.1) What makes it difficult to recover from the level of exhaustion is the lack of comfort - excess heat, cold, toxicity, drugs, too intense or too long combat, excess weight, low suit energy level, sleep, injuries, wound...

28.9.4) Weapon characteristics

28.9.4.1) Type and amount of maximum damage
28.9.4.2) Fire Rate
28.9.4.3) Effective Range (How far can you do the least damage)
28.9.4.4) Recoil (Vert|Horz)
28.9.4.5) Magazine Size
28.9.4.6) Reload time
28.9.4.7) Mass (influences grip speed, character displacement, maximum amount of run to exhaustion - exaustion level -, jump size...).
28.9.4.7.1) ADS (Aim down sight) is pretty much similar to other first person shooter games. It's the action of putting your weapon in the center of the screen ... On Elite, this time can be a function of gravity forces and exaustion level;
28.9.4.8) Free shoot efficiency (shooting without putting the weapon in the sights, makes you lose aiming efficiency...
28.9.4.9) Energy consumption to keep the weapon in readiness for firing (cost of keeping the weapon on - it is turned off when holstered).
28.9.4.10) Gun temperature/choking (rarely occur, but depending on the environment...) - overheating and choking cause shots to stop, damage to the weapon (reduces the maximum and minimum amount of damage that can be dealt) and can even do, very rarely, with the character dropping the weapon to the ground, at which point it will be totally damaged or explode. In this situation, he needs to search for a new weapon, hack the fire access and synchronize the suit's power flow. It's not as fast as picking up a gun from the ground.


***NO NEED TO CARRY TWO OR MORE WEAPONS!!! THERE IS THE OPTION FOR THE CHARACTER TO LOAD PARTS CAPABLE OF CONVERTING ONE TYPE TO ANOTHER. (A silencer, a barrel and a sight that can increase the range...). It is natural for soldiers to know how to assemble, repair and disassemble weapons!

28.10) Suit tools (derived from available mission types... One type of tool kit for a kind of mission. Examples...)

- Espionage / Counter-espionage – hack nanomachines, aperture laser, circuit analyzer, wiretaps, programs…

- Sabotage/Repair – mechanical nano machines, welding laser already in the game, biological, chemical, structural analyzer…

- Contamination / Cleaning – biochemical disinfectant (virus/bacteria), magnetic pulse (nanomachines)…

- Expedition of collection/destruction of samples or information – stasis field box for sample containment.

- Theft/Recovery – Cargo backpack, dual suction cup hands and feet for climbing, laser for glass opening, safe opening kit and lock hacking

- Area take/defense – backpack with energy cell, extra ammunition and weapons/extra armor boxes, drone, vehicles, ships/ Combat Analyzer - can check enemy shield type and status (if active and status), weapons, campo de visão...

- Escort / Elimination – battlefield tactical analysis weapons and devices (binoculars, x-ray vision, infrared…)

- Rescue / Hostage taking – camouflage / negotiation / drone, device for hacking doors, disarming traps…

- Defuse explosives / plant explosives – explosives defuse robot, protection shield, “computer” circuit analyzer to hack the bomb or create one.

- Demolition / Construction – time or detonator explosives, structural analyzers, x-ray and thermal vision, construction/ demolition nanomachines - proceeds using microscopic nano-machines to construct buildings and ships. This results in the use of less material overall, but the same strength and durability of structures.

- Survival – This one is hard to even imagine.
 

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26) IMPROVEMENTS IN SPACE TECHNOLOGIES OF SHIPS ARE PROPOSED TO ADDITION TO WHAT ALREADY EXISTS IN THE GAME

Today, basically, weapons and devices consider 2 types of variation (damage, distance). Likewise, mining is done visually and exploration of planets depends on the spacecraft approaching the planet's orbit. Things that do not match the space technologies developed. IT IS OBVIOUSLY THAT THE PLAYERS WILL SPECIALIZE THE SHIPS, BUT IT IS ESSENTIAL THAT THE BALANCING OF THE ENERGY CONSUMPTION OF EACH DEVICE BY THEIR IMPACT ON THE ACTIVITY, IN ORDER TO AVOID “DOPPED” SHIPS, INDESTRUCTIBLE… I´ll suggest some ship weapons that cause damage to crew...

As said before, you can increase the dynamics of space combat by adding modules that affect other aspects such as mobility. Below, I will suggest some technologies:

26.1) CREATING A SLOT FOR MODIFYING THE NAVE'S COMPUTER, WE HAVE:

Default Computer – Refers to the computer currently available on all ships, with a variable hit rate decreasing with distance.

26.1.2) TYPES

26.1.2.1) Combat computer – Associated with the type of sensors, it improves the efficiency of hits at long distances, anticipates the target's trajectory with greater efficiency. Does not change weapon range.

26.1.2.2) Mining computer – allows the character to select the type of mining to be carried out and accurately signals the best meteor to be explored with that type of mining, within the search radius of the sensors.

26.1.2.3) Exploration computer - is capable of exploring planets within a radius, defined in light seconds, without the need to leave the warp, eliminating the need to approach the planet for the launch of probes (the current equipment remains, if spacecraft with other types of computers wish to do exploration). It indicates the existence of bases, ores, biological activity, caves, atmosphere, weather, seismic activity, safe landing areas, alien activity…

26.1.3) SPECIALIZATION ENGINEERING (Computers)

26.1.3.1) Target Blocking – Interferes with the enemy computer's aiming lock, depending on the proximity (the closer, the greater the interference).

26.1.3.2) Lock Override Technology – Overrides target lock within a certain ship/building radius. It also disrupts missile target systems, drones...

26.1.3.3) Target Interference Immunity – No enemy COMPUTER technology may interfere with the ship's targeting systems.

26.1.3.4) Precision scanner – scans the target's basic structure, looking for parts uncovered by the shield, more vulnerable to structural damage, and works together with the ship's computer to increase hit efficiency. (IN THESIS, WITH THE WEAKNESS OF THE SHIELD, PARTS OF THE STRUCTURE – VESSEL OR CONSTRUCTION – WILL BE DISCOVERED AND MORE SENSITIVE TO ATTACK).

26.1.3.5) Structural Analyzer - scans the target's structure looking for vulnerable structural points, where breaches can be opened in the hull that affect the internal environment of the ship/building. It is also used for ship approach/building invasion, directing approach drones.

26.1.3.6) Advanced Damage Control Unit – an improvement on “logistic lines” technology, this equipment adds regeneration rate to the hull as long as “drone bleeding” does not occur. Another point is that this unit is installed inside the ship's cargo compartment and the hull repair rate varies depending on the structural integrity of that area

26.2) FORCE FIELD TECHNOLOGIES

26.2.1) Repulsor Beam – is a continuous beam fired from the shield systems that prevents the locked enemy from reaching a certain distance from the ship/structure. Repel strength and distance are functions of the size of the repulsor shield system, the energy available at the dispenser, the shield situation, and the size of the repelled ship.

26.2.1.2) Tractor Ray – field that attracts objects from space to the vicinity of the ship, preventing them from moving away. This field brings objects closer to be picked up by drones.

26.2.2) Thunder Shield – is a technology capable of destroying fighters, drones, missiles and torpedoes before they reach the main shield, emitting with an effect similar to lightning that surround the ship. The distance of the ray field is a function of the size of the shield system, the energy available at the distributor, the shield situation and the size of the ship and objects that come within the Thunder Shield's range.

26.2.3) Stasis Field – is a force field technology that reduces enemy mobility and maneuverability within a radius of the ship by projecting fields onto the target. The reduction in maneuverability and mobility is a function of the size of the shield system, the energy available at the distributor, the situation of the shield, and the distance from the enemy. The interference of the “Stasis Field” prevents entry into a warp within the radius of action.

26.2.4) Cloaking Device – A ship that has this device installed and has a TEMPERATURE BELOW 20% is capable of modulating its force field to become virtually invisible, both to sensors and visually. The ship becomes visible to enemy sensors for 5 seconds when it fires at the target, is impacted by an object, under the action of shock waves or if the distributor pips reach zero. It's useless if the ship's temperature is above 20%.

26.2.5) Multi-Phased Shields – a type of shields immune to the effects of phased weapons, that is, they cannot deal direct damage to the hull with a standing shield.

26.2.6) Energy Absorber – converts part of the damage dealt by the attack to shields into additional pips at the distributor

26.2.7) Reflection Field – produces a beam of energy to return part of the damage received to the attacker. This beam works like lasers…

26.3) WEAPONS TECHNOLOGY

26.3.1) ORBITAL BOMBING OR SABOTAGE OF FACILITIES

26.3.1.1) Deadly spores (biological weapon) – weapon that spreads with the air/wind/tidal or water of the installation, destroying and multiplying from organic structures. Anyone who is within the zone of effect, without specific protection, or in the direction followed by the currents will suffer damage due to contamination.

26.3.1.1.1) Deadly nanomachines (technological weapon) – clouds of nanomachines, in the form of “fly-insects”, that consume any organic, synthetic being and existing infrastructure to multiply, inspired by the movie “The day the Earth stopped" starring "Keanu Reaves". They are able to completely disappear with the signs of an intelligent civilization on a planet. As in the movie, they can unite to camouflage themselves as machines, equipment, other life forms, communicate, defend themselves or perform tasks.

26.3.1.2) Doom Virus – virus intended to kill or turn the installation's organic population into a “zombie”. The individual who becomes a zombie is incessantly hungry and, by attacking others for food, kills or converts them into a “zombie”. Those who touch or breathe organic bodies, without protection, become contaminated. It also contaminates the facility's water.

26.3.1.2) Biological toxin antidote – nanite weapon that nullifies the effect of Deadly Spores and cures 50% of individuals under the effect of the Doom Virus - “zombie”. It can be administered locally, firing a “tranquilizer” kinetic weapon, or via bombing with an explosion in the atmosphere, considering the wind.

26.3.1.2.1) Antidote to deadly nanomachines – they are vulnerable to magnetic fields. Electromagnetic pulse weapon blast can exterminate large amount of this plague.

26.3.1.3) Universal Antidote - Weapons capable of curing 100% of individuals who are infected by the "Doom Virus" and making individuals immune to deadly spores.

26.3.1.4) Bioterminator – spreads extremely aggressive and intelligent parasitic organisms on the structure, similar to those from the “Alien movie”. When inside individuals, they modify their behavior (despair, pain, aggressiveness) and require a surgical procedure for extraction. When mature, they kill the host and require elimination with specialized weaponry (unspecialized weapons take longer to destroy them).

26.3.1.4.1) Terminator – Cyborgs programmed to exterminate humans or living organisms, as well as control other machines and synthetic beings.

26.3.1.5) Drone bomb - 4 km before reaching the surface, releases an immense amount of drones that are controlled by the ship's AI. They can be bomb, armed, surveillance, search, exploration drones…

26.3.2) Weapons of mass destruction – have size, weight and variable action depending on the distance of the explosion radius. They are normally used on planets, but can be used in space, to disable equipment/facilities or massive destruction of bases and ships.

26.3.2.1) MAGNETIC PULSE BOMB (EPM) – Destroys any synthetic device and completely disables structures, ships and computers within the blast radius. Organics are not affected by the attack. Cyber beings (organic+synthetic) will have their synthetic functions disabled.


26.3.2.3) HYDROGEN BOMB or “H” Bomb – Destroys organic beings and keeps structures intact.

26.3.2.2) NUCLEAR BOMB (50 Megatons) – Damage radius: 35 km of total destruction on the surface (mountains disappear and the terrain becomes flat), 100 km of 3rd degree thermal damage; generates a detectable seismic wave (earthquake of 5 points on the Hichter scale) in every planet; the shock wave causes kinetic damage and light shock up to 900 km, considering the density of the Earth's atmosphere. The mushroom has formed about 70 km high and 95 km long.


26.3.2.4) FUSION PUMP (150 Megatons)

26.3.2.4) ANTIMATTER BOMB (450 Megatons)

26.3.2.5) OMEGA BOMB (1350 megatons) – can completely destroy the surface of a planet, leaving it almost completely flat. Even the deepest and most reinforced structures do not survive this device.

26.3.2.6) NEUTRONIUM BOMB – for converting a planet into an asteroid field.


26.4) Weapons and Space Use Elements

26.4.1) Ion Turret – Causes damage mainly to shields and reduces the efficiency of target systems, but also reinforces the signature of the hit ship, facilitating its detection, even preventing the operation of camouflage devices, displacement device.

26.4.2) Graviton Beam – Beam that causes destabilization of the ship/structure's gravitational emulation system and the change of trajectory. Unlike the phased, already existing in the game, which crosses shields and causes direct damage to the ship's hull. It also breaks through shields and inflicts structural damage, causing an earthquake-like effect on the occupants of the attacked ship and also alters its trajectory, offering a reasonable chance of being able to fire on a ship without its being able to fire back. It gets in the way of internal combat and can even injure the ship's occupants due to its effect. Inertial stabilizers and inertial nullifiers reduce the structural damage suffered by this type of weapon, in compensation for the effort, it also reduces the mobility and maneuverability of the ship.

26.4.3) Tachyon Cannon – causes energy damage to shields and hull, but makes the ship's occupants sick, headache, blurred vision… It can disable them for combat and even for piloting.

26.5.4) Microwave Turret – weapon to destroy swarms of drones. It can also destroy equipment, electrical networks, cause discomfort to people… Very short-range system, used to defend installations.

26.5.5) MISSILES MUST BE CAPABLE OF CARRYING BOMB WARMS… ADD Anti-matter Torpedo/Proton Torpedo… These weapons will be used to take down planetary shields.

26.6) PROPULSION TECHNOLOGIES

26.6.1) Inertial Stabilizers – Technology that increases the maneuverability of the ship by up to 50%. Occupants suffer light damage from collisions with other ships and celestial bodies.

26.6.2) Inertial nullification system - Technology that doubles the maneuverability of the spacecraft and prevents damage and death of the occupant by collision with other spacecraft and celestial bodies.

26.6.3) Subspace Energy Pulse – Disables all stabilization/inertial override/displacement device technology for 1 minute, deals light damage to the propulsion systems of all ships within the pulse radius and can destroy, fighters, drones, torpedoes and missiles. Ships equipped with stabilization/inertial override/displacement device systems suffer greater damage.

26.6.4) Intergalactic Star Gates – propulsion system for Fleet Carriers and larger ships. The ship creates a portal.

26.6.5) High Energy Focus – Propulsion system pips can be used to increase the range and efficiency of target systems and weapons.

26.6.6) Subspace Teleporter – Ship with this system can teleport to a distance of 1 km behind the target.

26.6.7) Sub Space Interdictor – Nullifies the teleport technology 26.4.6. Ships with "Subspace Teleporter" that try to teleport close to ships with this technology, ended up at the limit of the interdictor's radius of effect. It also prevents the loading of ships' FSDs within a radius smaller than the "Warp Sink".

26.6.8) Displacement Device – on ships with temperature up to 23%, creates a “space projection of the ship delayed in time, manipulating warp mechanisms”, that is, enemies see the ship where it was and not where it actually is , reducing the hit of enemy weapon systems by up to 70%. If the ship achieves heat signature, the enemy ship's computer will likely be able to compensate for system usage and pinpoint the ship's precise location. This technology makes the use of deflector shields unfeasible

26.6.9) Warp space sink – disables displacement device and the FSD system of ships that are “loading” within the technology's range of action.

I´M A PS4 PLAYER.... PLEEEEEEEAAAAAASSSSSSEEEE!

26.7) Ideas for pods and bombers


26.8) Superspeed missiles (sublight and warp) - if we will improve missiles, we need to improve defenses too!


26.9) anti-aircraft/missile/pod/drone defense

26.9.1) Kinetic anti-aircraft defense



26.9.2) Laser and microwave anti-aircraft defense


26.9.3) Missile anti-missile defense



***** This can be used to arm fleetcarriers, space and ground bases . Fleetcarriers, like an aircraft carrier, need to atacked and damage.

Due to the kinetic force, the shooter pauses to cool the weapon and correct the aim. Shooting in short bursts.

 
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OP disappointed with speed of development adds suggestions for even more stuff to be done. :p

Personally i'd rather they focus on getting stuff added that was talked about in the early days, especially atmospheric planets.
 
OP disappointed with speed of development adds suggestions for even more stuff to be done. :p

Personally i'd rather they focus on getting stuff added that was talked about in the early days, especially atmospheric planets.
I agree that they should focus on the planets... But what is building now, and considering speed of development, should consider future development to avoid having to rework what has already been developed.

And there are some things which are easy to implement and have great impact in game!
 
28) Proposals for improvements in ground technologies (some names and inpiration based on Tech tree of game Master of Orion)

28.1) Regarding the costumes in games, it is worth remembering that the idea is that there are mechanical and organic variations. Suits are proposed to be specialized... Classes can be specialized to face certain conditions that the player anticipates they will encounter during the mission, for example, if they think they will have combat and the task has radiation environments, they can specialize the suit for it! AN OUTFIT FOR EVERY OCCASION – hours of engineering and expertise, just like on ships!

*** Obviously, planning to add equipment on top of the suit, (exoskeleton/ powered armor) it must have a human movement speed. No excessive speed/too much movement (as seen in Call of Duty), or there will be no point in adding equipment to improve this.

28.1.1) Explorer suits – run faster and long range sensors.

28.1.2) Space Suits – can live more time in hostile environments (can be improved for cleanning missions).

28.1.3) Battle Suits – can resist more to aggression (shots)

28.1.4) Stealth Suit – vulnerable, but can camouflage and less noise movement.

28.1.5) Minning Suits – can carry more ore and has minning tools;

28.1.6) Repair Suit (…)

28.2) Exoskeletons offer cumulative upgrades with the character's attire. Here the idea remains, an outfit for every occasion, but the player has the option to mix characteristics, for example... A Battle Suit with a Stealth Exoskeleton - Camouflage won't be perfect at close range, but it works at medium and long range

28.2.1) explorer exoskeleton

28.2.2) Space Exoskeleton

28.2.3) Armored Exoskeleton

28.2.4) Medical Exoskeleton

28.2.5) Stealth Exoskeleton - the character can change its exoskeleton to match the background.

28.2.6) Minning Exoskeleton

28.2.7) (Look missions type to build specialized more variations)

28.3) Powered Armor - can mount carry a number of one- or two-handed ranged weapons, as indicated by its weapon slot value. The weapons mounted in powered armor’s weapon slots require no hands to wield or carry as long as the armor has power, but reloading such weapons requires a free hand (unless you have an automated loader upgrade). Mounted weapons designed for a creature the size of the powered armor or smaller impose no penalty to attack rolls. It need help to mount or remove the weapon. A weapon can't be removed and you cannot be disarmed of the weapon if the armor has power and you do not wish the weapon to be removed. Weapons in weapon slots can be subject to sunder combat maneuvers. High visual, heat and signature radar.

28.3.1) Can be especialized like Exosekeleton, but cannot be used cumulatively with it. While exoskeletons are focused on armor and physical strength, Powered Armor is focused on shields and energy availability. The balance between then is the tecnology "advanced damage control". See section 26 of this forum.

28.4) Companion drone - the character can choose the vehicle's locomotion mode, whether flying or land, dog or biped type - this does not prevent the flying drone from entering the water, as long as the speed and flight mode are influenced by the environment (Similarly with terrestrials).

28.4.1) Like suits, they are specialized in a basic role (explore, mine, combat...) and there should be scope for improvement in roles: Explorer (fast with long range of sensors), Stealth, Cargo, Mining, Build, Repair , Recon, Combat/Armor, Hack, Medic... A drone for every type of mission...

28.5) Battleoids are giant robot fighting vehicles with power and mobility far beyond that of conventional vehicles, support passenger entry with suits, exoskeleton or powered armor and have AI or Organic Intelligence to work without the internal presence of the pilot (Mechwarrior, TitanFall... ).

28.5.1) Unlike the example games, drones and Battleoids aren't just for combat. Like suits, exoskeletons…, they start from a model adapted to a certain role and can be modified by engineers... Explorer, Stealth, Charge, Build, Repair, Recon, Combat/Armor, Hack, Medic... A battleoid for every type of challenge...

28.5.2) A drone can team up with nanomachines and also with the battleoid to build a structure or fix something, for example!

28.6) Personal shield technologies available to characters and Battleoids.

28.6.1) Personal Deflector Shield – specializes in kinetic weapons. It ends up partially random deflecting what hits the shield, which can injure other people or damage nearby structures.

28.6.2) Personal Absorption Shield – Partially immune to the effects of Phasor Weapons. Able to convert part of the damage into extra energy for the suit.

28.6.3) Personar Reflector Shield – specializes in thermal damage. Has a chance to create a beam of energy in the direction of the damage source.

28.6.4) Personal Barrier Shield – specializes in absolute damage. Immune to melee combat if shield online.

*** All shields are vulnerable to explosive damage and sensitive to ion weapons.

*** see proposed shield engineerings for ships

*** All personal shields defend against every kind of damage, but some are more effective than others.

28.7) Weapon Types for Ground Combat (Character can select mode to “stun” and “lethal”) - Just like the ships, the suits must have an energy management system that links the use of weapons, shields, sensors, informs the situation of the "shield" (holes in the suit), of the organism - health and injuries -, external conditions ( temperature, pressure, atmosphere type - toxicity/corrosion, gravity, current weather and forecast for weather events, radiation and magnetic field)

Characters must have the ability to carry a pistol and a light machine gun or rifle (in normalized gravity locations). Rifles and heavy weapons can only be carried in conjunction with exoskeletons... If the amount of energy for their operation is large, only with Powered Armor

Weapons can be modified, distance, focus curve, mass and in order to mix effect types (eg a kinetic weapon can have a laser installed - it becomes a rail gun rifle)

In places with high gravity - it will only be possible to carry one weapon and the wielding speed will be slower.

28.7.1) Laser weapons – Thermal damage

28.7.2) Ion Weapons – Utilizes electromagnetic pulses and an ion beam that overloads electronic systems and quickly knocks down shields. Mechanical parts of the character may stop working.

28.7.3) Phasor Weapons - is high-powered microwaves cannon that emits radio frequencies in a conical beam. It doesn't cook a drones and equipment with heat. Instead, the weapon disrupts or destroys their circuits with a burst of overwhelming energy. It can cause discomfort, dizziness, headache, fainting and even death in organic beings, even without dropping the shield.

28.7.4) Plasma Weapons – Same mechanics as the game… with a lot of absolute damage.

28.7.5) Gauss Weapons - Kinetic damage, no "stun" mode - Gauss weapons or electromagnetic weapons are a type of projectile accelerator consisting of one or more coils used as electromagnets in the configuration of a linear induction motor that accelerates a ferromagnetic projectile or driver at high speeds (Projectile is influenced by gravity and wind and has no stun mode)

28.7.6) Explosive weapons – missile launchers (RPG style, Javelin…) – Projectile is influenced by gravity and wind -, explosive and magnetic pulse grenades, land/proximity mines, remote/proximity detonators…

View attachment 297656

28.8) Weapon efficiency curve (Call of Duty benchmark)

28.8.1) Pistols – Maximum efficiency and focus on very short range. Quick to aim and reload. In "Earth-like" gravity locations... Allows for higher jumps and faster movement. Low energy consume. Low heat generation.

28.8.2) Small machine guns and shotguns - Maximum efficiency and short-range focus. Slower than pistols guns to reload. In "Earth-like" gravity locations... Character jumps less and moves slower than with pistol guns.

28.8.3) Rifles – Maximum efficiency and mid-range focus. Slower than light machine guns to reload. In "Earth-like" gravity locations... Character jumps less and moves slower than with small machine guns.

28.8.4) Long Range Rifles – Maximum efficiency and focus at very long distances. Slower than rifles guns to reload. In "Earth-like" gravity locations... Character jumps less and moves slower than with rifles.

28.8.5) Heavy Machine Guns – Maximum efficiency and long-range focus. The Slowest to reload. In "Earth-like" gravity locations... Character don´t jump and moves slower than with long range rifles. It can severely damage aircraft or even destroy them. High energy consume. High heat generation.

28.9) Accuracy and wielding speed

28.9.1) On the battlefield, soldiers are deprived of sleep, food, and comfort. This affects your movement ability, reflexes and shooting accuracy (time in combat affects accuracy and wielding speed).

28.9,2) Added to this is the weight (gravity of the combat location) of the weapon, load of equipment and supplies, and the level of energy available.

28.9.3) In addition, it is necessary to consider projectile deviation conditions:

28.9.3.1) Weather conditions - laser, ion and phaser weapons are immune, but kinetic and plasma weapons are deflected by gravity (y-axis) and atmospheric conditions (x). You can't exchange long-range shots with someone in the middle of a storm...

28.9.3.2) Coriolis Effect - effect of the rotation of the celestial body in which combat takes place

28.9.3.3) Breathing (makes the scope swing), and the exaustion level, quality/quantity of available oxygen affect vision, modifying accuracy... The target may appear slightly displaced. After a run, the delay in slowing down your heart rate and breathing rate will hurt your aim.

28.9.3.4) Exhaustion level or tiredness level - affects vision (aiming accuracy, swing rhythm and focus), decreases hearing, movement speed, running time and speed, carrying capacity and melee effectiveness and melee counter chance. The exoskeleton and powered armor will mitigate the exhaustion level issue. (create a problem to offer a solution or, as the saying goes, put a goat in the room to tell the owner of the house that he is going to take him out lol)... Only the comfort of a battleoid or a ship can bring the well-deserved rest!

28.9.3.4.1) What makes it difficult to recover from the level of exhaustion is the lack of comfort - excess heat, cold, toxicity, drugs, too intense or too long combat, excess weight, low suit energy level, sleep, injuries, wound...

28.9.4) Weapon characteristics

28.9.4.1) Type and amount of maximum damage
28.9.4.2) Fire Rate
28.9.4.3) Effective Range (How far can you do the least damage)
28.9.4.4) Recoil (Vert|Horz)
28.9.4.5) Magazine Size
28.9.4.6) Reload time
28.9.4.7) Mass (influences grip speed, character displacement, maximum amount of run to exhaustion - exaustion level -, jump size...).
28.9.4.7.1) ADS (Aim down sight) is pretty much similar to other first person shooter games. It's the action of putting your weapon in the center of the screen ... On Elite, this time can be a function of gravity forces and exaustion level;
28.9.4.8) Free shoot efficiency (shooting without putting the weapon in the sights, makes you lose aiming efficiency...
28.9.4.9) Energy consumption to keep the weapon in readiness for firing (cost of keeping the weapon on - it is turned off when holstered).
28.9.4.10) Gun temperature/choking (rarely occur, but depending on the environment...) - overheating and choking cause shots to stop, damage to the weapon (reduces the maximum and minimum amount of damage that can be dealt) and can even do, very rarely, with the character dropping the weapon to the ground, at which point it will be totally damaged or explode. In this situation, he needs to search for a new weapon, hack the fire access and synchronize the suit's power flow. It's not as fast as picking up a gun from the ground.

***NO NEED TO CARRY TWO OR MORE WEAPONS!!! THERE IS THE OPTION FOR THE CHARACTER TO LOAD PARTS CAPABLE OF CONVERTING ONE TYPE TO ANOTHER. (A silencer, a barrel and a sight that can increase the range...). It is natural for soldiers to know how to assemble, repair and disassemble weapons!

28.10) Suit tools (derived from available mission types... One type of tool kit for a kind of mission. Examples...)

- Espionage / Counter-espionage – hack nanomachines, aperture laser, circuit analyzer, wiretaps, programs…

- Sabotage/Repair – mechanical nano machines, welding laser already in the game, biological, chemical, structural analyzer…

- Contamination / Cleaning – biochemical disinfectant (virus/bacteria), magnetic pulse (nanomachines)…

- Expedition of collection/destruction of samples or information – stasis field box for sample containment.

- Theft/Recovery – Cargo backpack, dual suction cup hands and feet for climbing, laser for glass opening, safe opening kit and lock hacking

- Area take/defense – backpack with energy cell, extra ammunition and weapons/extra armor boxes, drone, vehicles, ships/ Combat Analyzer - can check enemy shield type and status (if active and status), weapons, campo de visão...

- Escort / Elimination – battlefield tactical analysis weapons and devices (binoculars, x-ray vision, infrared…)

- Rescue / Hostage taking – camouflage / negotiation / drone, device for hacking doors, disarming traps…

- Defuse explosives / plant explosives – explosives defuse robot, protection shield, “computer” circuit analyzer to hack the bomb or create one.

- Demolition / Construction – time or detonator explosives, structural analyzers, x-ray and thermal vision, construction/ demolition nanomachines - proceeds using microscopic nano-machines to construct buildings and ships. This results in the use of less material overall, but the same strength and durability of structures.

- Survival – This one is hard to even imagine.

Weapons upgrade ... 6 km is the combat range on land... In space, combat range needs to be increased to 60 km. A sniper with a kinetic rifle with bullets that can make sharp turns tracking the movement of the target and others, like plasma shield...


Other options...


Consider making those players who place shiny items or items that are out of line with the scenario in which the character is inserted, have difficulties to camouflage themselves in combat (camouflage level to a kind of enviroment)... Those who look very different from the human, difficulties in relating or fulfilling missions that require relationships (relationship level to a kind of situation). Other indicators must be created for the costumes, so as to influence the reactions of the NPCs.

Clothing and type must be appropriate for the mission
 
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29) Idea for Personal Damage System (Because running and shooting without having to defend weakens the main attraction of the game – the simulation feeling)

*** In space life depends on armor!

29.1) The personal injury system must be a function of the type of damage that can be caused (proposed). Weapons can be modified to mix damage types.

Let's talk about the types of damage:

29.1.1) Laser weapons – Thermal damage – burns the affected area and, when it hits armor and the body, deals clean damage, without bleeding, with small holes. It does not cause inertial effect on the affected part.

29.1.2) Ion Weapons – The pulse overloads the shield, armor and suit's electrical systems, impairing their functions. Burns the area hit and when it hits armor and body it does clean damage, no bleeding, with small holes. It does not cause inertial effect on the affected part, but causes sparks that can interfere with the target's view.

29.1.3) Phasor Weapons - is high-powered microwaves cannon that emits radio frequencies in a conical beam. It is a middle ground between laser weapons (can burn and destroy tissue) and ions (can overload circuits), adding effects of dizziness, malaise, vertigo, tiredness... It can leave body parts with problems. Burns the area hit and when it hits armor has a chance to damage the body with bleeding from small holes. It does not cause inertial effect on the affected part, but causes sparks that can interfere with the target's view.

*** THE BLEEDING (drainage of life) WILL MARK THE PLACES WHERE THE CHARACTER WALKS OR LEADS, SERVING AS A REFERENCE FOR TRACKING. It must be accompanied by the appearance of stains on the suit/armor.

29.1.4) Plasma Weapons – Same mechanics as the game… with a lot of absolute damage. Kinetic projectile with highly heated material that burns the area hit and, when it hits armor and the body, deals damage, without bleeding, with large holes. It has an inertial effect on the part hit and disintegrates when it hits the target.

*** INERTIAL EFFECT DESCRIBED HEREIN IS THE DISPLACEMENT OF THE BODY / PART OF THE BODY AS A RESULT OF THE IMPACT OF THE PROJECTILE, WHICH WILL MAKE THE TARGET AFFECTED HAVING DIFFICULTY OR BEING UNABLE TO RETURN THE ATTACK (PARALSIZE OR CAUSE THE TWIST EFFECT). It must be accompanied by an animation with an effect proportional to the inertial force and the direction of the projectile.

29.1.5) Gauss Weapons - Kinetic damage, in "stun" mode - Purely kinetic projectile that pierces the affected area. When it hits armor and the body does severe damage, WITH bleeding and small entry and large exit holes. Has EXTREME inertial effect on the part hit and projectiles can disintegrate when hitting shields or recoil. In armor and attire, they either pierce or recoil. It can be modified to contain corrosive chemicals, poison, tranquilizers, explosives… The hole size created depends on the caliber of the bullet.


29.1.6) Explosive weapons – missile launchers (RPG style, Javelin…) – Projectile is influenced by gravity and wind -, explosive and magnetic pulse grenades, land/proximity mines, remote/proximity detonators… Can cause damage of all types mentioned , always depending on the distance between the artifact and the character that suffers the damage. The inertial effect varies depending on the type of damage dealt, the distance and affects the character's entire body. For example, kinetic grenades throw the character away, cause temporary dizziness and deafness, and projectiles can disintegrate, when hitting shields, and recoil or pierce when direct damage to armor and attire. There are grenades capable of causing temporary deafness, smoke bombs, blindness and disorientation, but there are also phaser grenades, capable of disabling shields and causing dizziness, deafness, disorientation, bleeding (health drain) effects without affecting armor... , which only disable electronic devices, androids, drones and mechanized parts… from corrosion, poisoning… Here you can create a world of effects…

29.2) Shield – self-defense system that has a full, integral defense score and does not transfer inertial kinetic impact to the character. In this case, it does not matter which part is affected, the amount deducted from the shield is always from the total.

29.2.1) Powerarmor – armor with generator and extremely robust shields and light armor. As the shields of its parts are independent, that is, the right arm has a shield system that works independently of the chest shield or the left arm, for example. Your shield's energy form transfers the effects of direct inertial impacts more leniently.

29.2.2) If a section of the Powerarmor shield drops below a certain level (30%, for example), damage that hits that part has a chance to pass through the shield system and hit the same part of the armor or suit.


29.2.2.1) Powerarmor can fly and does not use one- or two-handed weapons while in the air (this will make the player land to make attacks)

Let's see what can't be done with Powerarmor... Imagine a being that has been frozen and remains flying as if nothing had happened! !


*** THE CHARACTER SUFFERS DAMAGE AND DOES NOT SHOW THE SMALLEST REACTION. THIS MAKES THE PLAYER BACK OFF ONLY WHEN HIS LIFE BEGINS TO SHUT DOWN.

*** THE GAME IS VERY ACCELERATED! A SOLDIER MOVING AT THAT SPEED, EVEN WHEN IN ARMOR, WOULD BE TIRED IN SECONDS.

*** PLEASE NOTE THAT IN THE ABSENCE OF AN INERTIAL OR PARALYZING EFFECT (A CONSEQUENCE PROPORTIONATE TO THE DAMAGE SUFFRED) THE PLAYER JUST ATTACKS FRENCHLY. Graphically it can be very beautiful, but it's and, at best, childish.

*** When you have the character in third person, it works as a dissociated mental visualization, that is, the player does not evoke memories and feelings. It's out of character. When you have a first-person view, it's like an associated mental visualization, that is, the player's senses, feelings and memories are focused on the game's action. Such visualization is saturated with kinesthetic, visual, auditory stimuli, and even emotions.

29.3) Armor / Suit / Exoskeleton - self defense system has a score per armor segment and transfers inertial kinetic impact to the character. The level of armor decreases as a function of the distance from the chest to the extremes (hands and feet). It also considers the size of the protected part.


29.3.1) Taking the armor on the chest as a reference (depending on the size of the protected part), for example:

Part description – armor level – effect of inertial damage when armor is hit (front shot/side shot/back shot)

Head – 0.3 – swings the vision up and sideways (similar to the effect of the horizontal/vertical recoil of the weapon) and can crack or destroy the visor, in helmets with visor (helmets without visor, with electronic vision, are not at risk ) – can also cause dizziness, fainting, disorientation/side shot causes head turning to opposite direction of impact and can also cause dizziness, fainting, disorientation/behind the back lowers head and can also cause dizziness, fainting, disorientation.

Neck – 0.6 – swings vision downwards and causes momentary reduction of air (inability to communicate / dizziness or loss of shot accuracy) / side shot causes head swing in the direction of the bullet (dizziness or loss of shot accuracy) / shot from the back lifting of the vision (dizziness, loss of hearing and accuracy of the shot).

Chest – 1.0 – slight flutter of vision.

Stomach – 0.8 – slight flutter, but may force character to kneel or walk crouched/light flutter/light flutter.

Thigh – 0.5 – slight lateral displacement towards the thigh that takes the shot

lower leg – 0.3 – lateral displacement towards the lower leg that takes the shot, reduces running and walking speed.

foot – 0.1 – is temporarily unable to run and even forced to kneel (expression of pain – 8 sec.) and causes the player to significantly reduce running and walking speed for a longer time (30 sec).

arm – 0.6 – slight lateral displacement in the direction of the shooting arm.

forearm 0.3 - lateral displacement in the direction of the forearm that takes the shot, reduces the speed of handling the weapon and the aim.

hand – 0.1 - is temporarily unable to aim and can even throw the weapon on the ground (expression of pain – 8 sec.) and makes the player noticeably reduce the aiming speed and handling of the weapon for a longer time (30 sec).

*** Types of weapons, ammo, armor engineering… can modify the weights and effects exposed above…

29.3.2) Imposing damage suffering penalty to the character should make players create strategies that avoid face-to-face combat, extreme conditions that cause damage and can make missions difficult or failure. Makes it important to seek protection. Low running and movement speed also contribute to this, which should resemble that of real combat (the soldier observes the enemy's movement, moves carefully and usually exchanges shots at a certain distance - you hardly see anything like the Western).

29.4) When the shield is dropped and the armor score in a certain part is zeroed, the body is left as the last armor of the organs and the bones.

29.4.1) Similar to the division made for armor, the body also suffers consequences depending on the place of penetration of a shot, when the armor score of that part of the armor is zero:

29.4.1.1) Head – 0.3 – Instant fatal.

29.4.1.2) Neck – 0.6 – Character hears the sound and sees the bleeding. Immobilizing and fatal in 10 seconds, character only cares about stopping the bleeding in the neck while the vision blurs and falls to the ground.

29.4.1.3) Chest – 1.0 – Immobilizing and fatal within 30 seconds. The character's movements are gradually more limited until the view closes. If you shoot from the front or from the side, you will land on your back under the pool of blood. If I shoot from the back, he'll fall face-first into the pool of blood.

29.4.1.4) Stomach – 0.8 – can be fatal within 60 seconds. There is loss of accuracy and problems with vision and hearing, while life is slowly drained, but the character can shoot with one-handed weapons (pistol and light machine gun). If shooting from the front or side, character lies down/sits on his back/If from the back, character lies on the ground and crawls.

29.4.1.5) Thigh – 0.5 – Leg hardens and the character will limp indefinitely, potentially fatal in 90 seconds, until treated. There is loss of accuracy and problems with eyesight and hearing, as life is slowly drained, but the character can shoot normally, but will have to stop walking to do so.

29.4.1.6) lower leg – 0.3 – Character is required to walk in a crouch, until he receives treatment, which can be fatal in 120 seconds, draining life time. You can shoot normally, but you will have to stop walking to do so. There is loss of accuracy and problems with vision and hearing as the life slowly drains away.

29.4.1.7) foot – 0.1 – If non-critical damage, character is lame / If critical, is immobilized and will need to be dragged (another player comes close) or receive treatment. It can be fatal within 180 seconds. There is loss of accuracy and problems with vision and hearing as the life slowly drains away.

29.4.1.8) arm – 0.6 – arm becomes useless and the character is unable to use weapons that require two hands, which can be fatal in 90 seconds, until treated. There is loss of accuracy and problems with vision and hearing as the health slowly drains, but the character can move normally, including running.

29.4.1.9) forearm 0.3 - arms become useless and the character is unable to use weapons, until treated. Character is forced to walk crouched hugging the affected arm, until receiving treatment, which can be fatal in 120 seconds, draining life time. There is loss of accuracy and problems with vision and hearing as the life slowly drains away.

29.4.1.10) hand - 0.1 - is unable to aim and can even throw the weapon on the ground (expression of pain - 8 sec.) If non-critical damage, causes the character to significantly reduce the aiming speed, accuracy and handling of the weapon. If critical, player will not be able to use two-handed weapons until treated. It can be fatal within 180 seconds. There is loss of accuracy and problems with vision and hearing as the life slowly drains away.

29.4.2) Life Drain - Life drain from damage to the body can be genetic, cybernetic, or costume enhancement.

29.4.2.1) Randomly, damage can cause accelerated draining of life due to internal organ damage and, if nothing is done, death. Disability may also occur

29.4.2.1.1) Chest – Life drain time can be reduced to up to 10 seconds, with instant immobilization.

29.4.2.1.2) Stomach – Drain time can be reduced to up to 20 seconds, with immobilization for up to 5 seconds.

29.4.2.1.3) Broken bones cannot be medically treated from the suit. They can occur anywhere on the body and retain their effect even if the drain of life is stopped by stopping the bleeding. When a bone breaks, the character is totally incapacitated for a period of 5 or 10s, until the peak of the pain passes.

29.4.2.1.3.1) Broken bones in the chest/stomach area (floating ribs) – cause vertigo, loss of hearing quality, impair aim and movement speed. The character can only shoot with one-handed weapons (the other is on his chest and he walks slightly arched). Needs treatment in a medical room, cannot be treated by another player/NPC outside a medical room.

29.4.2.1.3.2) Broken bones in limbs (legs and arms) - require treatment from another player/medical NPC or medical room treatment to remove the effect.

29.4.2.2) Wounded cannot attack melee, resist or apply counterattacks in melee combat (except personal Barrier Shield online).

29.4.2.3) Multiple shots to the same part of the body increase the chance of breaking bones and also draining life (bleeding).

*** THE SYSTEM IS CREATED SO THAT THE PLAYER IS FORCED TO HIT THE SAME BODY PART TO CAUSE A QUICK DEATH. Scattered shots will be absorbed by different parts of the armor… THE MOST ACCURATE, KILL FIRST.

*** THE SYSTEM WILL ALSO WORK WHEN DAMAGE OCCURS IN OTHER MISSION TYPES, not just in combat.

29.5) Damage system for Batleoids and androids is identical to the one described above, modifying the visual and auditory effects. Rather than putting effects in terms of kinetic damage and inertial effects, these sentients are vulnerable to pulse, ion, phaser and magnetic pulse-based weapons. (Ion/phaser weapons will have inertial effects for them).

Musk Builds a Machine to Download Our Brain and Personalities

29.5.1) When the player is with a character that mixes biology and technology... Or even being totally cybernetic, the effects of dizziness, blindness, hearing problems will be replaced by interference, noise, poor signal reception (similar to what happened on a TV analogue with problems in signal reception)... The digital TV generation doesn't know what this is...

29.5.1.1) Similar to what happens with biological organisms, which have draining life by bleeding and exhaustion level, cybernetic organisms have energy level and structural integrity as a reference.

29.5.1.2) Decreased structural integrity permanently impairs senses, accuracy, aim, and movement speed. Defects in specific parts cause effects similar to what occurs in humans, but associated with electronics effects: interference, noise, poor signal reception from the senses of sight and hearing.

29.5.1.3) With the reduction of available energy, the energy management system of cybernetic organisms will shut down non-essential systems, slow down movements, reduce speed and force to save energy.

29.5.1.4) Mixed or fully cybernetic beings can make their energy source work in association with that of the poweredarmor/exoskeleton; This puts the character's own functioning at risk.

29.5.1.4.1) If the exoskeleton/powerarmor's energy gets too low, the player may be forced to abandon it to continue the quest.

29.5.1.5) For electronic organisms there is no bleeding (energy drain), but the period of interference in the senses is longer and there is energy consumption in all damage, in view of the need to compensate for the inertial force.

29.5.1) When the character is inside a batleoid and his chest or stomach armor is close to zero (supouse below 25%), he can take damage to his armor. If a part of the armor becomes zero, even inside the batleoid, and that part of the body takes damage, the player will suffer the consequence of the damage and the drain of life…. The character can die from a headshot inside a batleoid. The equipment is running and immobile, with a dead operator inside... It can be hacked and taken over or trigger self-destruction.


29.5.2) The depletion of the Batleoid's life may imply in its immobilization and shutdown or explosion, depending on the situation of the power generator and the electrical system.

29.5.3) When creating androids and batleoids, mechanical, cybernetic or biological, the developer must signal which parts of the design have the function of head, torso, arms… As they do not necessarily have human shapes. They can be bipeds, quadrupeds, have wheels or tracks… Have one, two or more arms… Several heads… Resembling centipedes, dogs, spiders, dragons… All sorts of mythology can be used here.


*** COSTUME MUST VERBALLY AND VISUALLY INDICATE DAMAGE. (And if properly equipped, may suggest hotkey solution) like also batleoid.

29.6) The size of the hole created by projectile penetration is proportional to the exposure time that a section of the body is exposed to the environment. That is, with the suit pierced in a low atmospheric pressure environment, the drain of life (bleeding) runs at an accelerated rate, while in a high pressure environment the opposite occurs. The exposure of a part of the body to the environment can cause other effects (toxicity, radiation, temperature, poisoning…).

29.6.1) The suit may have a self-sealing system based on nanomachines (cybernetic) or by regeneration (organic).

29.7) The suit manages to keep the character nourished and hydrated by recycling water and nutrients for some time. Hunger and thirst are the main problems of a soldier/explorer;

29.8) Some missions have so many counter-tech systems that it will be easier to complete them with simpler outfits.
 
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I love this thread.
It's like Derek Smart and Chris Roberts shared an 8-ball and then took peyote.
Imagine the perfect game :
Derek Smart : lead designer
Chris Roberts : lead monetization designer
David Braben : FPS module lead designer and optimization effort
Peter Molineux : marketing
Bobby Kotick (Activision/Blizzard): work ethic and HR
Todd Howard (bethesda) : bug fixing and QA

If it was to happen, the world would cease to exist.
 

A small emergency system capable of crossing the Galaxy? The jump destination of the fleet carriers escape pods must be the nearest star base and the spawn location must be a laboratory, where the capsule will be deactivated and the body reanimated from the cryogenic state (if organic) or restarted (if cibernetic).

Where is the Escape Pod entry and exit animation?

The character appears out of nowhere, in the middle of a space station? Thus, escape pods will be the fastest and cheapest means of transport in the game! Recommended to apply a time penalty, proportional to the distance, without playing that game mode (For example, if you used the pod in the open, you can only play on the CQC until the count is over)
 
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We're all living in a computer simulation of an entire universe - OP wants to live in a simulation of a universe inside a simulation of a universe
Ummm... Maybe it´s true!


And this has been taught for a long time, without anyone realizing it...

The kinematics equations are basically:

Past + Present = Future

If the past is a constant and the present is given (constant), then the future is determined...

Futuro - Presente (constant) = Past (constant)... Future is a constant too!

kkkkk I would like it to be considered an element with 12d instead of 8d. But the real question is: "Why don't we remember the future?"
 
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