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FALCmods4all

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  1. I’m also hoping someone figures out how to change gravity orientation for magboot spacewalks. Or at least a way to fake it, like gen a ship exterior world space with local skybox and make ship rotate as you walk around it if player perspective cannot rotate for some reason. I want to do manual repairs if out if repair drones/parts. Have to find stuff on the ship to melt down for hull plating.
  2. In the spirit of today’s eclipse, just read that it might be possible to have binary planets with the smaller one in the L2 legrange point of the larger one such that the smaller one experiences permanent solar eclipse.
  3. I think I’ve mentioned elsewhere, but it would be interesting to give each weapon type more strengths and weaknesses. Require more maintenance for old earth weapons, have a risk of hull damage from ballistics in space, have temperature ranges at which various weapons do more damage or get jammed. Have different interactions between gas types and weapon types, perhaps laser refraction in thick atmospheres, lighting affects on magnetic weapons in high magnetospheres, different amounts of gunpowder in bullets required in more explosive methane atmospheres, etc. i’m sure others are more familiar with physics quirks to experiment with. Particularly in VR, having complex details to consider in terms of equipment based on planet type has great immersion potential. As others have said, old earth weapons as rare loot from old installations is good. Maybe with their primary advantage/disadvantage being increased recoil in zero g compared to modern weapons designed for space combat.
  4. There are a lot of great mechanics from FTL that would be fun if we could find a way to get them into starfield. Already good threads on things like fuel, fleets, etc, so I want to focus here on ideas for autopilot, manual repairs, crew, weapons, and defenses. Autopilot The hardest thing to implement, but one with the most interesting applications would be real autopilot in docking and combat. The ability to move around a ship while the ship moves. Additionally, it would be great to be able to find or design autopilot defensive maneuvering patterns. This could then be coupled with things like manual turret substations. Manually controlling a rear turret while crew or autopilot move the ship. If the autopilot system is damaged, manual docking may be required. Manual Repairs In survival mode (assuming we’re getting one), it would be great if only exterior systems can be auto repaired by drone and the player must direct priorities. Other systems, hull breaches, fire, etc must be repaired manually by crew or the player. It may be possible to lack materials for repairs and be forced to take chances with surrender or S.O.S. If out of repair drones it would be great to be forced to spacewalk a repair, or at least risk a crew member to do it if too hard to mod spacewalks. Crew It would be great if crew could go mad, turn out to be spies, get knocked out or killed under fire, consider cannibalism if stranded in deep space with broken comms for extended time, etc. Bring a little Sunless Sea/Skies in. It might be nice to allow the player to operate different systems and include minigames for optimal operation. On a larger ship, maybe keeping the shields up is the most important task, or if running from a hoard if pirates, maybe one needs to carefully overload the engines. More situational ship tasks might greatly increase immersion, particularly of designed with VR in mind. Computer cores could also play a more important role in target acquisition and autopilot with hacking and cooling as operation improvement tasks.Basically, the larger the ship, the more vital crew and systems should become over piloting alone. Weapons/Defenses I’d love to see adaptations of all FTL weapons/defenses and rare unique ships that need to be found and scuttled to reverse engineer them. Also, interested to see better stealth, distance, mines, etc mechanics for games of cat and mouse in space. Perhaps some more nebula locations with low visibility where limited scanning techniques may be the only way to see or be seen at range. Maybe nukes and anti nuke devices. Maybe very long distance rail guns and long distance jammers. So much potential for interesting trade offs.
  5. It sounds like as far as the departing tile and the arriving tile fully functional trains are somewhat feasible. We would just need fast travel at or before tile border. This should also allow for some train based radiant quests, such as attacking or defending a train. in the way planet generation forgets map tiles, would we be able to have randomly generated liminal backgrounds for train travel world spaces that would not congest save files? So while riding train upon terrestrial map border or space station map border, train enters own world space for a set amount of time before entering destination world space. The main purposes being to make custom travel durations, hide loading screens by loading a very small between world space, and have a custom land or space based interior location for random events that feels like part of a larger planet or solar system. Last question. Has anyone figured out autopilot. Making ships move without the player in the cockpit?
  6. Some other threads on vehicles, but thought it would be worth discussing specifically the feasibility after creation kit of converting ship rooms into train cars. Train Types: Terrestrial — Ridable hover trains from outpost to outpost. Interplanetary — Ridable ships using autopilot between player space stations. Don’t necessarily have to look like conventional trains, just modular towing of some sort, too bulky for grav drives. Interstellar — Streamlined space trains autopilot with grav drives using gates or beacons for specific secure routes between large settlements or cities. Subways, Skyways, Submarineways — ridable modular version of Atlantis train system (possibly just as train interior worldspace) for travel between districts or adjacent settlements. So, experts. Think we’ll be able to turn ships or vertibirds into auto trains or restricted to odd worldspaces?
  7. Additionally, I’d like to see localization of fleets, meaning Fleet’s attached to settlements or systems that impact the security of trade routes and frequency of random attacks during travel routes or upon settlements from pirates. Ideally, entering certain new systems without a fleet backing you should feel risky, encouraging gradual fleet and base expansion. Furthermore, if we factor in new fuel and manual travel mechanics between planets (travel takes time and may be inturrupted), at least for first time visits, this would also make fleets or silent running more meaningful.
  8. Also, rather than just bars and alarms, weather hazards should be more visceral, complex, and require more planning, equipment, or repair. Likewise, building bases should have physical buildable components relating to environment hazards. Wind — I’d like to see windstorms that can sweep you away or hurl debris with anchor or tunneling tools to cope. High pressure — I’d like use mechs to traverse places under such pressure that there are seas or rain or hail of exotic materials. Mercury, diamond, etc with unique dangers or uses. Low pressure — I’d like to explore a world using a vacuum airship. Fog — I’d like to visit worlds so thick with gasses that I can only see with special scanner visors that until upgraded and combined may leave me with unexpected blind spots. High temperature — I’d like to visit worlds where lava and geysers are so common that standing still will melt my boots forcing me to travel by hovering crafts. Low temperature — I’d like to visit a rogue planet with strange caves that near absolute zero and risk freezing or jamming mechanical components. Sentient planets — I’d like to visit a world where everything is connected via hivemind and certain actions will turn the planet against you or in your favor. Gravity — I’d like to build an exosuit for high gravity and a glider jetpack for low gravity. Radiation — I’d like a wide variety if biological and mechanical mishaps due to radiation types. Corrosion — I’d like corrosion, bulletholes, lacerations to keep me using duct tape constantly. Lightning — I’d like conductive or magnetized landscapes to produce exotic lightning storms including ground lightning, ball lightning, and various colors that require me to use a faraday cage or magnetic deflector shield, but can also be used to power a base. Meteor showers — Bonk. Nebula and extra large asteroids — For ships to hide or ambush with. Heatleeches — To disable your ship in the middle of deep space. Stampedes — Squish. Rogue AI satellite orbital to ground strike — Zap. Stress — You or your crew behaving irresponsibly or badly. 02 — Fixed amount manually refillable. CO2 — Can cause brief blackouts. Psychoactive — Fun, horrible, or misleading hallucinations. Darkness — Deep abysses in land or oceans with only rare zones of bioluminescence or heat flaring, and also derelict darkened locations in space. Tidal lock orbits — More vivid biomes on tidally locked planets. Fissures — Real gaping earthquakes on unstable planets that may require climbing gear to navigate. Parasites — Food borne illness or mind control, you or your crew, unless your ship doctor really knows what’s what and has tools. Insomnia — Space objects that prevent rest may end up on board and warrant both caution and curiosity. Deafening noise — Disrupts equilibrium and causes temporary deafness without protection. Farts — In suit temp accuracy penalty, out of suit temp hostility if nearby npcs, and only prevented by balanced diet. Solar flare — Disables electronics including suit or ship. Auroras — Scenic. Strange orbits, seasons — A planet where visiting at different times is like visiting a different planet.
  9. What science fact or science fiction weather would you like to see implemented eventually in weather mods? Particularly exotic weather predicted to exist on planets with very different pressure, composition, gravity, temperature, magnetic fields, tidal forces, orbits, rotation, etc from earth. What quest links or construction links, if any, would you correlate to given weather?
  10. An equivalent to vault experiments for Starfield? It might be interesting to have a series if questmods revolving around facility or planetary experiments started by unknown aliens. Things like: Planets with puzzle food dispensers presumably to see if they will evolve intelligent life or only life with specialized cognitive tasks. A planet where all living animals have been modified to be extremely caustic, presumably to evolve a vegetarian planet. A planet that makes copies of the player and of player structures and mimics player kindness or hostility to said copies, presumably to observe behavior. Facilities filled with themed puzzles that may or may not sufficiently reward the player, may have a variety of reactions to player successes and failures ranging demeaning, compassionate, over enthusiastic, passive, incomprehensible. A bizarre humanity exhibit with an invitation to become part of the exhibit. An arena to fight robots and aliens for entertainment of maybe humans, but seemingly aliens. Etc.
  11. Skyrim modding was good in this regard. Always a huge expensive castle to download. in starfield I’m really interested in variety of scale, political structure, economic structure. So, I’d love to see a collection of mods that build great basebuilding economy progression. So if your bases collect the right materials you can upgrade them into city states. Any material missing in supply chain should be much more expensive to buy but also have unique applications. Depending on factions present, bases should have to buy off or fight off local pirates or authorities. Get big enough and buy city state independence. Then get access to expensive building schematics depending on faction relations or expensive research. Finally, when your unique faction corporation or political group is ready, buy or conquer your own homeworld and fund a fleet to maintain independence, establish embassies, etc. The more intricate the internal faction governance options the better. Varied political ideology with impactful mechanics. Democracy means convincing people to keep following your leadership, etc. Trains to connect same planet settlements also cool. I guess unique space stations or ship parts will be the other expensive mods. A huge arboretum for science vessel.
  12. Large Quests: Build your own faction (I expect Sim Settlements team will cornerstone this stuff) — repurpose colonies toward goals such as establishing corporations, terrormorph attack refugee camps, utopian cities for the poor, outlaw enclaves, existing faction affiliation, etc with upgrades and utilities that have a greater impact on your ability to safely reach new systems or defend trade routes. Would also be neat as population increases to select governance type, political ideology, economic structure, etc, with various advantages and disadvantages. Tower defense type elements can also be expanded on and vary wildly depending on local human, creature, robot, fungal, or contagion, or weather/seismic threats. I like the Kenshi local creature or faction reaction dynamic where each new base triggers a little interaction/negotiation/conflict/quest/etc. Every new colony established should feel like long term risks and rewards could scale drastically - more raids/disasters the more successful or populated, unless permanent solutions are found. There could be particularly difficult to secure quest colonies with interlinked story and dungeons for unlocking unique colony upgrades or placeable player homes. Radiants/Random Encounters/POI: Stealthy bounty hunting target ambush zones, vehicle mounted weapons and mobile bounty hunting targets, functional brigs and prisoner capture, successfully bounty hunting targets accrues higher bounty hunter bounty on player. Manual ship and ship escort missions between in system planets/stations that involve scanning for traps, fleets, ambushes behind asteroids, running quiet vs fast, etc. ET ship encounters only encountered in deep space — An assortment of rare ships of varying size, intelligent life forms, cultures with unique branching short quests to either communicate or bypass defenses with various outcomes. Emphasis here on Star Trek TNG style cultural misunderstandings. The more unexpected occurrences the better. Examples of potential types of Alien interactions, the more modular the framework the better: You attack or destroy the ship and on board robot companions become hostile. You get close to the ship and robot companions speak in old earth broadcasts. You and crew must try to make sense of it and respond correctly before you are destroyed. You are invited aboard. You are given a gift of tech/you accidentally step on/in the alien captain as soon board initiating hostilities/you went someplace touched something or did something bad and must leave or fight/by removing your suit or helmet you infect or kill the alien oen crew or get infected yourself/you make a decision about how to observe their customs/you have progressed enough as a starborn to firm a telepathic or cybernetic link/you dissected/you are genetically modified/you are eaten/you are given a mysterious artifact (when you leave the artifact in a major city the planet explodes/when you activate gravdrive you arrive in a distant and alien dominated system/a heatleech hatches from the artifact/the artifact demands brains/the artifact watches and judges you and ships come to your aid or to your annihilation)/you are given a ship part schematic/you are given an outpost structure blueprint/etc. You destroy the ship and, unbeknownst to you, a crew member is possessed by an alien mind, it will strike when you or your ship are weak. There may be very subtle signs if change, such as gas, laughter, or anxiety/it is non hostile and only wishes to understand what drives your xenophobia, your crew member gradually becomes inquisitive, philosophical. You take over the ship (assuming we manage to mod custom exotic ships based on starborn base), this should always be extremely difficult. You have acquired a very strange ship, but you have made powerful enemies/but the ship may not accept you as captain and will vent the airlocks if you attack first/but the ship is carnivorous (flee, feed it a crew member periodically, feed it from your colonies periodically, feed it pirates or civilians)/but you cannot properly interface and the ship may make decisions, or travel to the wrong locations, or damage itself. Different factions or individuals could react very differently to alien ships, triggering a random registration quest, possibly even causing hostility if a faction demands a ship turned over for research purposes or due to communication or system oddities. Also just really want to see things like player homes have a common framework for quest or price locking them. Always more satisfying to have to work for that player home built into a comet or whatever. Anyway, these are the sorts of mods I’m enthusiastic about. I love FTL and Sunless Sea, so the more interesting we can make brief events the better. Have an older post if many mod concepts somewhere with a very long list of mostly one line ideas.
  13. What types of questmods are you most excited to see or collaborate on? What contributions are you well equipped to make on projects? I’m primarily interested in writing. I have a little animation xp. Will be new to cc.
  14. Or for some things, it should be possible to substitute vertibirds, like how early rovers might end up just being reskinned horses. A train or sub could just be a reskinned low flying vertibird, providing planets can easily be given or already have height data, otherwise might end up passing through mountains or coastlines.
  15. Yes and no? Hovertrain interiors - own world space with backgrounds generated from local map, similar to fo4 The Train mod. Submarines - an underwater substitute for starships, also in own aquatic world space. Space Elevator - own world space, again with a moving background. But as people find decent methods of pre loading and hiding load screens, these should all feel like real connected world vehicle travel, at least to the extent that starships do.
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