Burning Hand

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About Burning Hand

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  1. Technical Design Rant

    Ground based launch methods could achieve high velocities even without rockets, then VASIMIR could be used once in space, though high delta-v maneuvers are still hard.
  2. A stealth weapon that's never been done before

    I think throwing stars are the best option. Nearly 100% guaranteed [i]not[/i] to kill in the first shot but very stealthy. Only the target is aware of you with other targets maybe being aware the target is alert but still don't know where you are. Multiple blows to the face get you a kill. Short bow would be great too, not totally quiet but more deadly. Both options can be very loud if you miss. Imagine a Boromir zombie death scene.
  3. Diablo 3

    I think some one did. No way the voice actors did that melodrama on their own. Some one HAD to tell them to shame themselves like that.
  4. Who is my enemy? Brainstorming

    Biological based weapons suck as spitting acid of shooting bone spikes? Too primitive to be useful such as spears? Make them melee fighters hitting and clawing but with movement mechanics to make it interesting (lunging, jumping, rolling, sprinting) ? You could also just ignore the issue. Plenty RPGs leave equipment rendered in the art that are not in the loot. Mass effect series drops ammo but not armour or weapons and you scan armour and weapons in predetermined places to get access to new types.
  5. Taking on parteners for indie development.

    Well the term partner was the closest I could think of but this is still before anything is finalized, which is why I want to know how it should work. A good rule of thumb here, I think, may just be to put myself in the shoes of the guy I want to work with me. I'm reading that article now, Tom. Thanks.
  6. Who is my enemy? Brainstorming

    He wants to define the setting based on the enemy, and the enemy has certain game play restrictions. So, here is an idea. They are beast-like. They came form underground released and awoken after being dormant for tens of thousands of years. The cataclysm that awoke them was a mega volcano the ruptured the earth. It also clouded the sky in a permanent dark haze. Small pockets of people that survived their first waves and the eruption are holding out somewhere. They stay safe with a perimeter of very high intensity lighting that forms a no-man's land around their last bases. These guys can be actual beast that are more like predatory animals, or the can be beast-like humanoids that are using human tech found after their first attacks. Any level of intelligence can work here. [url="http://upload.wikimedia.org/wikipedia/en/7/75/Clovermonstertoy.jpg"]A visual idea.[/url]
  7. What sort of arrangement is typical between project originators and the partners they take on for indie games? Specifically, do these people expect a share of final revenue (if there is any) and for how long is that fair?
  8. Technical Design Rant

    Totally agree with most of that. Though to be fair about time dilation, it really isn't that bad until its really high. Ships on a 8 year tour of service according to ship time but 10 passing on earth is significant, but hardly "everyone you know died thousands of years ago" as is the cliche. Also, ORION drives (nuke dropping) is quite crude I agree but it will get you to at least 0.1c. VASIMIR and the other ion drives are meant only for interstellar travel and accelerate very very slowly still requiring you to have a solution for high delta-V. Stealth though, definitely going to be hard to do. (unless you hide the ship in some future-tech multi-band cloak)
  9. Technical Design Rant

    Btw guys, FTL is not really that needed for intra-system travel. At 60% the speed of light you can cross from one side of Neptunes orbit to the other in a bit over 13 hours (traveler time). Also, time dilation at that speed is about 8 hours traveling to 10 stationary, which is pretty reasonable. Even at half that speed its a day to cross the system and time dilation is negligible. And for travel from Earth to mars, these speeds are plenty huge. As for IR detection, the drives I've been looking at would be terribly obvious. The best hope we have of even achieving these speeds I mentioned are to drop nukes out the ship's ass every 3 seconds. Good luck hiding that! Even the electric/magnetic/plasma type drives are not going to be easy to hide as they leave energized trails as well, usually plasma. No matter how you shape the hull or try to cool this as it comes out, you are not going to have much success because you only have radiative cooling which as mentioned earlier, is very slow. Overall, I doubt a moving target can hide unless it is drifting. That said, IF you were drifting into range on inertia you could be quite hard to find. There are insulating materials that could be meters thick within the hull that would allow the hull skin to drop to near 0° eliminating the worry of IR.
  10. Realitive size in games

    I'd like to add to what Ashaman just said about relative scale in-game. Sometimes that scale is intentionally off for logistical reasons, i.e. RTS games typically undersize buildings and extremely undersize air units so that the size of all units the player controls is more similar. This is mostly for screen space reasons.
  11. Backstory for the aliens!

    Thanks for the suggestions guys!
  12. On a physics fix!

    It is, it also is often ignored by popular sci-fi that doing that doesn't keep you from experiencing time dilation, its just a way to move fast enough that it matters. Time dilation will always occur if the speed you crossed a given space is fast enough. Doesn't matter if you make the space stretch or shrink, its still a given amount of space. Only way around it is to either change the speed of light so you can go faster, or not cross the space at all. That second one would be referring to worm holes. Great for a distance but doesn't solve how to have a big fire fight in space without moving like slugs.
  13. Backstory for the aliens!

    Check out my post! I've written out a pretty detailed back story and justification for my galaxy's aliens. On another note, I need to come up with names for things. Planets, colonies, what these various populations call themselves, stars and systems, ships, governments, gah. so Many names. One of the more important ones is likely to be the title of the game, so if you want to play the lotto, you guys could help me come up with names and maybe yours will be the one that ends up naming the game too.
  14. RTS: Sci-Fi plot.

    I have decided on a back story for my galaxy's aliens. Imagine this as a total alternate history for humans. On a planet fourteen times the mass of Earth, in the middle of the habitable zone for a star slightly heavier than the sun and twice its brightness, is our original Human race. They have achieved a technology level somewhat in advance of our own. Their home star is burning hot. Its lifetime was shorter than that of the Sun leaving barely enough time for this race to ready themselves for their ultimate test of survival. In their last few decades of their star's life before it expands they mass produce ships. Placing themselves in stasis on these ships they all leave the planet. Fourteen billion people launched into space on a hundred thousand ships, bound for ten thousand different systems. Each ship was automated via AI and supplied sufficiently for their trip, taking everybody that wanted to leave. The majority of ships found their planets. Many of these groups found a way to survive, many more found only a poisonous world and perished. Most of these worlds where survivors took root were within a couple hundred light years of the home world though some ships were bound for targets farther out. Many of those found success as well, though far fewer than those that did not go so far. An extreme minority chose target systems very far out. Only an extreme minority of those are thought to have found new homes. Many of these newly colonized planets were hospitable and their population flourished, recovering their old tech and continuing, many more though had a less hospitable time. Some even crashed when they landed. Most of those died, ill prepared for the new planet with no resources from the ships data and manufacturing facilities. A few though had the luck to crash on a planet tolerable without its aid and struggled to survive. Some populations spent as little a thousand years in transit, many up to five times that. Some though were traveling much longer, ten, twenty, a hundred thousand year, even a few slept for a hundred and fifty thousand years. Conditions and transit times left many colonies tens or hundreds of thousands of years behind others. Adaptation to these new world drove each world down new evolutionary paths. The more advanced colonies even began to modify their own genomes. Technology grew in fits and starts for some and came easily to others. Generally the populations that landed first had advanced the most, and changed the most.
  15. On a physics fix!

    I've yet to find one I'm happy with. Warpdrives don't make sense. I think fuxin' with the vacuum energy to change the speed of light is the only way.