Future of EGS water (Development)

Discussion in 'Suggestions' started by Furious Hellfire, Sep 17, 2018.

  1. TmikeS3

    TmikeS3 Commander

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    I have not tested this my self, but I hear if you build a base under water and fill it in with the T-2 Drill.. and then drill it out again it removes the water.... but there really should be a way to seal a structure and then pump the water out would be a much better system
     
    #61
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  2. ravien_ff

    ravien_ff Rear Admiral

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    It worked last time I tried (alpha 8) so it probably still does.
     
    #62
  3. Satyir

    Satyir Ensign

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    To butt in on the previous mentions of weapons- I'd like to see an underwater weapon too- laser would be fine, and maybe something more primitive so you don't need to be 20th level to be safe while swimming!
    Right now, I'd like consistency: if I cannot shoot underwater, I shouldn't be able to be shot underwater :)
     
    #63
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  4. geostar1024

    geostar1024 Rear Admiral

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    Or, at the very least, have damage attenuation proportional to how much water the projectile is going through and what its original velocity was. Bullets should stop decently quickly, but a case could be made for missiles to have decent range underwater (a rocket-propelled torpedo, basically).
     
    #64
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  5. Satyir

    Satyir Ensign

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    Right on
     
    #65
  6. spacedaddy

    spacedaddy Ensign

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    I am new to the game but loving it. I don't know before logistics but, I think logistics are absolutely needed for a survival game for the sake of realism, gameplay and difficulty.

    What I would like to see is evolving in the single player aspect. Hiring crews would be great. Much more high end stuff and adjusting the end game difficulty according to that. Utilising under water with some kind of hover engines.

    But overall great vision, congrats.
     
    #66
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  7. Supay

    Supay Captain

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    - Added new Ocean Planet <-- Things are already looking good this year for water loving folks?
     
    #67
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  8. H.P. Strangelove

    H.P. Strangelove Captain

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    I'd mainly like to see better water shaders.
     
    #68
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  9. piddlefoot

    piddlefoot Rear Admiral

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    Non volumetric, similar to how MC water works , so it has some ''push'' which is good for traps and mechanisms , so it flows downhill, making rivers or creeks possible, water that has the ability to allow a vessel to float.
    Maybe a new type of starter block that has physics for water tied to it, so it bobbs in the water, allow us to make a flash fancy new element that can withstand Lava, like say, Thorium-Promethium-Aluminium-Titanium thermal blocks or a foam block heat shield and allow machines for the Lava.

    A new starter block with physics for submarines.
    Lava planets, the higher the liquid setting/ocean setting, the less playfield we have to use basically, as its a game set hundreds of years in the future, be whacky and give us a foam block heat shield for Lava ships / boats / subs.

    Create some sort of flood code for air in bases underwater, give it an animation like Subnautica has, simple and effective.

    Now for the tricky ones, add pressure to water, so the deeper the base under water, the more it effects SI.

    Animate for leaks when bases are failing and flash flooding for a total failure.

    A NEW specialised weapon we all know as the torpedo.
    A torpedo is an excellent weapon for a game, its not a super fast moving object, means the victim has a fair chance of defending against it, and it shouldnt be GPU intensive.
    It would be awesome to see such a weapon in Empyrion.



    Something that would really make Empyrions underwater worth the effort.

    Create NEW weapons for underwater, like a new specialized MECH SUIT, think Subn again, slap a grapple on one arm standard, they were really really popular, players would love a machine like that in Empyrion, allow that suit to be a starter block and allow small blocks to be attached to its frame and you have opened up builder creativity by 100 fold, now the building of large mechs is possible to within the weight limits.

    On the other arm allow for detachable machines / weapons, detectors, remote hand held consoles, spot light, lazer beam weapon, Lazer cutter for attacking bases underwater, energy pulse cannon, projectile cannon, giant spear, lots of options for this really.

    Every game in history bar the first game ever made borrows stuff from other game, Unity has some cool assets for water, Empyrion should have Mech Suit machines.

    I have many more ideas for water.
     
    #69
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  10. Supay

    Supay Captain

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    Since it looks like shielding is going in, why not magnetic shield, that would deflect lava and also for SV/CV to be close to stars?

    I would love a under water weather system. Changing currents that can push your sub around randomly once awhile. Red alien algae blooms that eat away at you sub/shields so you have to get out of it like radiation storms.
     
    #70
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  11. piddlefoot

    piddlefoot Rear Admiral

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    Yea magnetic shield for lava works for me !

    Make it so !
    Engage !

    FEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEK Borg RUUUUUUUUUUUUUUUUUUUUUUUUN
     
    #71
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  12. IndigoWyrd

    IndigoWyrd Rear Admiral

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    Unity and Water do not seem to be the best of friends. I get that water, as a system, is particularly difficult, even more so with procedural generation. Ultimate Water System was great looking, but has been depricated for a long time now.

    Realistic Water isn't bad...



    AQUAS River/Water Set looks extremely nice...



    And if you combine either of these with Realistic Water Physics 3...



    Well, then you've got the makings of some real water magic here.
     
    #72
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  13. DeadliestIdiot

    DeadliestIdiot Commander

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    Any idea how these systems might respond to mining out the shoreline?
     
    #73
  14. IndigoWyrd

    IndigoWyrd Rear Admiral

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    In theory, RWP3 should be configurable to recognize changes to the terrain, and allow water to fill in excavated areas. I’m not a Unity developer though, so my practical experiences are limited.
     
    #74
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  15. hutchynet.sv73

    hutchynet.sv73 Lieutenant

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    This would also be a great ideas for train systems
     
    #75
  16. Ephoie

    Ephoie Captain

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    YES!
     
    #76
  17. TmikeS3

    TmikeS3 Commander

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    just a thought would not a system of Aerodynamics and lift, be a step to having actual water physics?
     
    #77
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  18. geostar1024

    geostar1024 Rear Admiral

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    While it would definitely be useful to have, it wouldn't help with the fundamental difficulties of implementing proper water physics (the issue is the physics of the water itself, not the physics of objects moving through the water).
     
    #78
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  19. gamer1000k

    gamer1000k Commander

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    Realistic water physics would be awesome, but would also likely come with some pretty hefty performance and development time requirements for what is ultimately a side feature in the overall scope of the game.

    However, I would very much like to see some improvements in terms of how water voxels interact with other things, like the O2 pressurized areas in bases and ships excluding water, and water "flowing" to fill in holes (especially when rocks/plants in water are destroyed). Could be a very crude flow approximation where when a voxel is destroyed, it checks to see if it's adjacent to water and if so, it creates water voxels to fill up to the height of the water.
     
    #79
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  20. medicineman

    medicineman Captain

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    I'm really into this idea too. I'm not expecting this game to suddenly turn into subnautica but empyrion can definitely learn a lesson from this team. Subnautica is the most immersive game I've ever played. I could practically smell the salty air and rubbery scuba gear. It would be nice to see a lot more immersion come into empyrion.
     
    #80

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