Distant thinking: Space junker ideas

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#1
This topic is me thinking way to far into the future. Giving a few space junker item and block ideas, mostly movement, manufacturing, and power ideas.

Movement ideas


Blimp "hover"


Instead of hovers or anti gravity devices, the space junkers use blimps, unlike other movement types blimps are stable high height slow movement builds, able to hover in place at almost any height with out moving.

Blimps would have three parts, Front, center, and rear. With rear having 2 types. All three parts with exception of movement rear, have a 3x3x3 area.

Blimp front
connection points: along center across top bottom and front, the back has a 3x3 grid missing the corners.
acts as: hover with no height limit, is stable at all heights.

Blimp center
connection points: center line on top and bottom, front and back have teh 3x3 +.
acts as: hover with no height limit.

both parts: act as if they have 2 small better future airbreaks in them.


Blimp rear
connection points: 3 on top, three on bottom, and a + on front side
acts as: hover with no height limit.

Blimp prop rear
connection points: 3 top, and + on front side
acts as: main forward movement.


Wtih blimp parts comes a 1x1x1 block meant to help control them.

Altitude lock anchor
A small block that acts similar to an anchor locking a tech in place when the key is pressed, unlike anchors though this doesn't lock the build to a small area instead locks the build to a height. is mainly used by blimps and copters to lock their height for attack runs or supply collection. Extremely useful when used in combo with BF solar panels.




Manufacturing ideas

note: sorry for the lack of images here, keeping these ideas short and sweet.


double conveyor belt
info: a conveyor belt that can hold 2 of a resource at a time instead of the standard one. is slightly slower then the standard as a cost.

Internal conveyor tube
info: an enclosed tube designed to carry materials through it at a high speed. think of it like a pipeline block, is faster then even venture conveyors and heavily armored to boot.

Internal conveyor tube anchor
info: an anchor point for the pipeline conveyors, while anchored all connected tubes are 25% faster with in 6 blocks of anchor. So smart pipeline building leads to faster belts.

Convey tube transition
info: a conveyor block with a tube above it is an intake for the tubes.


Advanced autominer
info: an autominer with a conveyor tube out put instead of a standard one, mines 100% faster then GSO and mines 2 of the resource at a time, at a cost of taking up the same space as 2 auto miners and 2 1x2 blocks.

Conveyor tube refinery

info: a refinery that connects to conveyor tubes has input on one side and output on the other. slightly slows down the tubes when placed but can keep a constant pace.

double refinery
info: a refinery with 2 inputs and 2 outputs that takes up a 3x3x3 space, the inputs and outputs being on the corners has a high refining speed and a high internal storage.

Advanced mobile scrapper
info: scraps pats from all factions and does so while not anchored. designed for scrapyards on the move.

mobile fabricator
info: designed to make components on the moved.

Block sell terminal
info: takes in nearby blocks and "sells them" for 100% of their value, extremely useful for a factory. you can produce then sell weapons, modules, movement, blocks anything for a high profit. Works best to sell bulked materials from GC. can hold up to 10 blocks. well automaticly take them from magnets though has a lower priority SCU's but a higher priority then scrappers.
 
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#2
POWER BLOCKS.




mobile solar panels.
info: flat 2x1 panels that are similar in size to GSO armor plates. These special solar panels will work even when the build isn't anchored and don't require activation time meaning all of them are active from the start of every day. That said they do have a downside while not anchored they only give 60% of the power a normal solar panel would give. While anchored though they give 10% more power then a normal solar would give. making them good for both mobile and standing bases.




Repair crane
info: an overhead crane comes in three parts. Track, track ends, and repair crane.

Repair crane track:
a track that allows the repair crane to move up and down it.

Repair crane track ends:
end caps for the track, are just cosmetic you can use any block for this.

And finally

Repair crane:
a mobile repair module designed for immobile bases, this repair module can move up and down a track to automatically heal parts moving to the nearest damaged part it can access and lowering its self to be in range. will attempt to stay 2 blocks away, can lower its self up to 12 blocks, and has a repair sphere of 8 blocks.

the crane track allows it to move and even if the tech it is on has no AI it will automaticly move to repair anything in reach.




Anti projectile system

info: Yeah it is based of a CoD item but it is cool in concept. Instead of a shield the Space junkers would have an Anti projectile system, which uses power to fire high powered lasers that destroy projectiles in a large area. The down side is it isn't as complete of protection as a shield easily being overwelmed by automatic weapons and weapon spam.

The upside is it has the largest protection area of any "shield" destroying things upto 25 blocks away. though it can only destroy 2 projectiles per second.

Pros
+large area
+works well with shields
+low cost per projectile destroyed

cons
-limited firing angle
-easily overwhelmed by automatic fire.
-doesn't work against laser weapons.
 
Likes: Skihiley
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#3
Last one for now, got cut off from main post.

Wind generator

info: a 4 block tall 3 block wide rotating generator, when not anchored it folds up taking only 1 block wide of space but still 4 blocks tall. one wind generator generators the same power as 2 solar panels which isn't much, but it generates power anywhere even at night. Still requires being anchored though.
 
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YaYYeeT

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#4



mobile solar panels.
info: flat 2x1 panels that are similar in size to GSO armor plates. These special solar panels will work even when the build isn't anchored and don't require activation time meaning all of them are active from the start of every day. That said they do have a downside while not anchored they only give 60% of the power a normal solar panel would give. While anchored though they give 10% more power then a normal solar would give. making them good for both mobile and standing bases.
yey unbalanced fun
 
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#8
Well it did say in the description they where going to be survivalists and scrappers. So I tried to think along those lines. Also I shouldn't have done numbers on an idea. I know better it is never balanced.
 
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#9


two more ideas one movement one melee... well technically both are melee...



Screw wheel left/right
info: 6 blocks long, 2 blocks wide two blocks tall, these screw wheels are rather slow, but like omni wheels allow movement in all directions. Their main advantages is a high HP and the fact they count a active melee weapons while mobile damaging anything they drive over. they are extremely good if placed sideways and used to clear forests.

note: left and right have no really differences except for where the pointy bit is. you can use all left ones on a build and be fine. though you might have problems getting up hills.



thrasher mace
info: a 3 wide melee mining weapon, that is almost GC levels of good when it comes to mining,its advantage is it pulps trees giving more sap but less wood.



Are these ideas more inline?
 
Likes: harpo99999
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#10
I don't know why I am stuck thinking of these guys.... maybe because I like the thought of a bunch of survivalists who went screw everything we can make better out of scrap metal and a dream.... then made better out of scrap metal and a dream.


Example I even have an intro quest idea, even though it is likely not usable.



Unauthorized transmission

Start: player gets the story quest it has a space junker logo and a note "This is a private com, please don't hack it." With to late written after it. heading to the location stated on it, you will run into Crafty mike now with one of his hands replaced by a claw that actually moves he is moving resources from a silo to a convayor belt. and an unknown tech with a rusty old man and a walking cane look.

Upon running into them Crafty will inform you he has left GSO and joined the junkers, and he sent an invite for you to join them as well. This is where the old man tech comes in, reporting in and telling you you need to pass a test before you can join.

The test is simple infront of you is a set of two simple GSO production facilities, though one can only produce simple items while the other has no silo, he states your test is to get these two production facilities working together with out changing them with only .... and then a supply crate drops next to you.

In the crate are 2 convayor swap cranes, and two transporter modules. these are devices which are used to move things from one conveyor to another with out modifying the original conveyors.

the crane is simple it is a double axis crane which will pick up recources from transporter modules and move them to other ones that need said module.

Your task is simple put the crane between the two and put the modules on each tech, then produce what they tell you to produce.

Upon producing the item an SCU will pop up out of the old man tech and the original two production facilities will become his, leaving you the three parts and giving you the license for their faction.



What my idea is for the space junkers are completely independent techs that work together with mobile rigs, example the crane and modules are for moving resources from one mobile carrier to another. They would be the second faction after GSO to focus on manufacturing, but because of it their weapon load out lacks, using mostly hawkeye weapons and junker weapons which are actively weaker then other factions. They don't use heallers and shields like the other factions instead using scrap parts and anti projectile weapons.

I don't know what the actual view of the space junkers are as well what is out there on the wiki isn't much.