Technology Polaris Megacorp

Discussion in 'Lore, Story and Factions' started by Hummel-o-War, Feb 2, 2020.

  1. Myrmidon

    Myrmidon Rear Admiral

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    Well spaceships are ...ships...So....:rolleyes:
     
    #21
  2. Germanicus

    Germanicus Rear Admiral

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    So the have to "swim" and not to "dive":D;)
     
    #22
  3. Vermillion

    Vermillion Rear Admiral

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    Not necessarily. There may be an explanation for why ships are boat-shaped.
    1. Water landing. It's easier for ships to spread their landed weight on water than apply their entire mass onto several landing gears on higher gravity worlds.
    2. Easier to land a ship ON water without thrust reflecting off the solid terrain below producing unwanted effects on the landing or take-off sequence.
    3. Reaction mass for plasma thrusters and an easy source of hydrogen for refuelling a fusion reactor or making promethium fusion cells.
    Of course, we don't actually have to deal with most of that stuff in Empyrion because people would hate it and it's an unnecessary amount of realism.
     
    #23
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  4. Track Driver

    Track Driver Rear Admiral

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    I've got my Patrol Boat ready when we do go aquatic! :cool: 2020-02-04.png
     
    #24
  5. eLLe

    eLLe Captain

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    A sad development.
     
    #25
  6. Germanicus

    Germanicus Rear Admiral

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    My Suggestion for "Warships" in the Service of the MegaCorp would be to "create"- like the future Pirate-Faction - a Mercenary 'Faction', who is hired by MegaCorp to play Escort or Retaliation Forces. Later on the MegaCorps could offer Quests to Players to act as such Mercs, hm?
     
    #26
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  7. sulusdacor

    sulusdacor Captain

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    "standardized Polaris cargo modules and docking systems"
    does this mean the blocks we have (=cargo controller+extensions and docking blocks) or is a standardized cargo module a special setup of blocks?

    might be a bit early to ask this, but this mainly concerns cv's and some very general things about the polaris. what about sv's, hv's and bases? are there some guidelines/specific design elements required for these?
     
    #27
  8. Fractalite

    Fractalite Rear Admiral

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    Polaris tends to be a mix of heavy industrial looks and sleeker more streamlined looks. For the industrial they tend to favor these textures:


    20200307154138_1.jpg

    and then I painted a striping of this color:


    20200307154112_1.jpg

    But this is not a hard and fast rule as gradients of grey and orange are found in an around them. They also have a tendency for complimentary colors like this:


    20200307154419_1.jpg

    Outside of investigating the existing BP's found in the games files, this:


    20200307154723_1.jpg


    is an example of what a wall section might look like on one of their installations. They also favor subtle hints of things like:


    20200307154733_1.jpg

    -------------------------------------------------


    The CV's tend to follow the examples after the original post, but since they are split into two groups, you can also examine the walker units:


    20200307155344_1.jpg

    for examles of the sleeker. They also come with a custom color pallete:


    20200307155355_1.jpg

    and ultimately serve as examples of potential color schemes for Polaris. Another example, the Polaris headquarters:


    20200307155706_1.jpg

    Has a more corporate office look to it.
    <- design change has been introduced in A12 away from this whiter look. That look is more for the trade guild. Polaris can still have nicer structures, but stick with the oranges and related in this post(or Sulusdacor's builds on the workshop.)


    ------------------------------


    Additionally, I was toying around with the idea of some kind of Intelligence being the secret power behind Polaris as they use combat androids and walker units, so in the headquarters, the waste processing, and the Polaris asset protection there is evidence of it. I was inspired based on Vermillions core room in his giganto walker unit(A.K.A. Momma walker):


    .... which I cannot find in the files for a pic... rawr... but want to make sure Vermillion is mentioned as it was a good idea and I want to make sure he gets credit.


    The "boss" room of the Polaris asset protection:


    20200307155945_1.jpg

    But! It should be noted that that theme has not been officially adopted yet.



    --------------------------------



    You can also find some Polaris stuff with the "modules" underneath the prefabs:


    20200307160649_1.jpg


    Does this answer your questions?
     
    #28
    Last edited: May 3, 2020
  9. sulusdacor

    sulusdacor Captain

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    wow this helps a lot, thx for the quite long explanation.
     
    #29
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  10. Fractalite

    Fractalite Rear Admiral

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    Of course! Happy to help. :)
     
    #30
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  11. idx64

    idx64 Lieutenant

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    This seems very good, to choose to acquire one of those ships, it would be great. Now with not being able to land on a piece ... will it refer to collision damage? Regards.-
     
    #31
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  12. Supay

    Supay Captain

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    I hope in the future they get planet vehicles like hover crafts and SV squads for base attacks?
     
    #32
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  13. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    SV might be more likely mid-term (in specific cases, f.ex. replacing drones in space)
    AI moving on the ground with HVs...maybe a bit further down the road. ;)
     
    #33
  14. Hicks42

    Hicks42 Rear Admiral

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    Would love to see this though. Opens up building HV obstacles/traps and a whole host of other fun things that could be done vs AI opponents.
     
    #34
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  15. The Salty Snake Chef

    The Salty Snake Chef Captain

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    God help the man that has to program their AI collision...
     
    #35
  16. Fractalite

    Fractalite Rear Admiral

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    #36
    Last edited: May 3, 2020
  17. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    There is a lot of rework going on at the moment. Maybe i ll restart this thread later in A12
     
    #37
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