So in previous major builds I've done, I always follow some simple core rules that are always priority first;
1) Maximize connection points for toughness: Creating a lot of Redundancies so when met with a high damage percentage (loss of body), the tech will still be able to perform and operate as originally designed.
2) Practicality & Performance: Often following the spirited old martial arts saying of "Speed, Precision, and Power" while keeping the practicality of the build at the forefront for function of said performance.
3) Attention to detail with Efficiency of Design for intended purpose: Making sure that each and every component can support the surrounding components to perform their intended function when focusing on "Esthetics" (as-well-as additional toughness and increasing connection points) after all other rules are followed to attempt to make the Tech as pleasing to the eye without diminishing any function, practicality, or performance.
While I realize the average builder(player) may not focus on these things my questions while focusing on these rules has lead me to question a few things about the core of the game. In other games I've played, building and design mattered greatly especially if PVP was involved which lead to certain building techniques taking advantage of the actually design and physics of the game focusing how the techs could perform, but mainly how to maximize toughness of the over all build...
Questions:
1) Is there energy transference through parts when receiving various damages either from impact to splash damage of explosions from weapons?
Other games refer to this as a type of heat transfer which lead to a building practice known as "Tri-Forcing" which when done correctly maximizes the build/tech's resistance to heat transfer making a much lighter build/tech be just as tough as a build/tech that used only the highest HP valued cubes/blocks/parts.
2) Will TerraTech ever incorporate specific types of weapon damage such electrical damage(spread of heat damage throughout the entire tech or partially decreasing the over all health of affected parts along with slight stun), EMP(stun), Freeze (slow) damage, and visual impairing weapons that can cause blindness or decrease visual of target for a short time, and also disorientation style weapons (these would be terrible on flyers)?
I recognize that currently we have impact damage (from weapons as well like the rail gun, which is one of my favorite weapons because it's more penetrative than anything else), Explosive damage (splash), and a few different types of Melee damage, fire, plasma, and physical.
Depending on the answers, I may, or may not have the intended follow up questions.
Thank you for your time and effort on one of my all time favorite games.
1) Maximize connection points for toughness: Creating a lot of Redundancies so when met with a high damage percentage (loss of body), the tech will still be able to perform and operate as originally designed.
2) Practicality & Performance: Often following the spirited old martial arts saying of "Speed, Precision, and Power" while keeping the practicality of the build at the forefront for function of said performance.
3) Attention to detail with Efficiency of Design for intended purpose: Making sure that each and every component can support the surrounding components to perform their intended function when focusing on "Esthetics" (as-well-as additional toughness and increasing connection points) after all other rules are followed to attempt to make the Tech as pleasing to the eye without diminishing any function, practicality, or performance.
While I realize the average builder(player) may not focus on these things my questions while focusing on these rules has lead me to question a few things about the core of the game. In other games I've played, building and design mattered greatly especially if PVP was involved which lead to certain building techniques taking advantage of the actually design and physics of the game focusing how the techs could perform, but mainly how to maximize toughness of the over all build...
Questions:
1) Is there energy transference through parts when receiving various damages either from impact to splash damage of explosions from weapons?
Other games refer to this as a type of heat transfer which lead to a building practice known as "Tri-Forcing" which when done correctly maximizes the build/tech's resistance to heat transfer making a much lighter build/tech be just as tough as a build/tech that used only the highest HP valued cubes/blocks/parts.
2) Will TerraTech ever incorporate specific types of weapon damage such electrical damage(spread of heat damage throughout the entire tech or partially decreasing the over all health of affected parts along with slight stun), EMP(stun), Freeze (slow) damage, and visual impairing weapons that can cause blindness or decrease visual of target for a short time, and also disorientation style weapons (these would be terrible on flyers)?
I recognize that currently we have impact damage (from weapons as well like the rail gun, which is one of my favorite weapons because it's more penetrative than anything else), Explosive damage (splash), and a few different types of Melee damage, fire, plasma, and physical.
Depending on the answers, I may, or may not have the intended follow up questions.
Thank you for your time and effort on one of my all time favorite games.