Fighters and stuff
Posted: Fri May 17, 2013 9:46 am
Right, I'm about to add the aspects of fighters and other small craft to the central thread, but I'm going to run this through here first:
It has been said quite a few times that fighters will be modular, and I've been coming up with ideas as to what they could be.
Part one: modules
This is the most important part, there would b various bodies, for different roles and tech levels, and what other modules can be attached will be governed by this, so for example
Note, Tier (number) represents the different tech levels, Tier 1 is low tech, Tier 5 is high tech
Tier X fighter body: accepts all forms of Tier X and below fighter wings, cockpits, tails, engines and weapons
Tier Y bomber bodies: accepts all forms of Tier Y and below wings, cockpits, tails, defences (so things like a turret), engines and weapons (bomb bays would not be modules, and the payload would be determined by the body rather than another module).
Tier K gunship bodies: accepts all Tier K and below wing, cockpits, tails, turrets engines and weapons
Tier Z drop ship bodies: accepts all Tier Z and belowwings, cockpits, tails, engines and weapons for the higher tiers, again, max payload will be determined by body type, rather than by additional modules.
Now, some stuff about how you could arm a fighter/small craft
When the pilot is in the cockpit, they can access a menu, where they may place the fuel, weapons, ammo and other special features (e.g. Shield generators) this would be similar to what Flans mod does.
Now, each module will support additions, so, wing modules would support the primary weapons of the craft, so a Tier 1 wing would carry 1 weapon, a tier 2 wing 2 and so on, but for wing modules, both wings would not have to be the same, so you could have a T3 body, with a T2 left wing, and a T1 right wing.
Tail modules would contain anything like shield generators, or other utilities.
The cockpit would probably not control much, maybe some manoeuvring boosters or something.
The engine would not have any additions.
You would not be able to swap what modules your fighter uses mid flight, but you could swap what additions are installed on them.
Part 2: crafting
There are a few ways fighters could potentially be crafted, one is placing all of the modules like blocks in the world, another is placing the respective modules in a crafting grid, or they could be made in a similar fashion to ships, that is being made using a 3D crafting environment, where you can design the fighter and save it as a blueprint, and possibly preload it with weapons, then put the necessary materials in for it to be crafted.
Anyone have any extra ideas/ see any problems/ anything I've left out?
It has been said quite a few times that fighters will be modular, and I've been coming up with ideas as to what they could be.
Part one: modules
This is the most important part, there would b various bodies, for different roles and tech levels, and what other modules can be attached will be governed by this, so for example
Note, Tier (number) represents the different tech levels, Tier 1 is low tech, Tier 5 is high tech
Tier X fighter body: accepts all forms of Tier X and below fighter wings, cockpits, tails, engines and weapons
Tier Y bomber bodies: accepts all forms of Tier Y and below wings, cockpits, tails, defences (so things like a turret), engines and weapons (bomb bays would not be modules, and the payload would be determined by the body rather than another module).
Tier K gunship bodies: accepts all Tier K and below wing, cockpits, tails, turrets engines and weapons
Tier Z drop ship bodies: accepts all Tier Z and belowwings, cockpits, tails, engines and weapons for the higher tiers, again, max payload will be determined by body type, rather than by additional modules.
Now, some stuff about how you could arm a fighter/small craft
When the pilot is in the cockpit, they can access a menu, where they may place the fuel, weapons, ammo and other special features (e.g. Shield generators) this would be similar to what Flans mod does.
Now, each module will support additions, so, wing modules would support the primary weapons of the craft, so a Tier 1 wing would carry 1 weapon, a tier 2 wing 2 and so on, but for wing modules, both wings would not have to be the same, so you could have a T3 body, with a T2 left wing, and a T1 right wing.
Tail modules would contain anything like shield generators, or other utilities.
The cockpit would probably not control much, maybe some manoeuvring boosters or something.
The engine would not have any additions.
You would not be able to swap what modules your fighter uses mid flight, but you could swap what additions are installed on them.
Part 2: crafting
There are a few ways fighters could potentially be crafted, one is placing all of the modules like blocks in the world, another is placing the respective modules in a crafting grid, or they could be made in a similar fashion to ships, that is being made using a 3D crafting environment, where you can design the fighter and save it as a blueprint, and possibly preload it with weapons, then put the necessary materials in for it to be crafted.
Anyone have any extra ideas/ see any problems/ anything I've left out?