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Speeder Bike
Mobile Landbase
Plane / Helicopter
Temple
Ground Vehicle
Torpedo Boat (#26)
Colonial Fort
Modular Cargo Station
Large Colony Ship ( Planet Capable )
Invasion Assult Ship ( planet capable )
Industrial:
Hydrogen Refinerie (planet based)
Ship/Vehicle Factory (planet based)
Mining Complex (planet based)
Mining and Ore proccessing Ship (LG)
Repair Ship (LG)
Shipyard (LG)
Hydrogen Refinerie (Space Station)
Tunnel Drill
Civilian:
Cargo Hauler (LG)
Orbit to ground Shuttle (SG)
Luxury Liner (Cruise Ship alla Fifth Element)
Trader's Hub (LG Station)
Truck Stop (LG Station, a small Truckstop in space or on an astroid)
Museum (dedicated to the modders)
Roll on Roll off Hook truck (sg planet)
Space Port (planets)
Space Elevator
Mono Rail
Bus Depo
Logistic Centre
Warehouse
A nice Dam
Research Facility
Military:
A drob ship (vtol optional)
Corvet/Scout (LG)
Minelayer (LG)
Frigate ( build like a modern naval frigate, Recon drone + helo, guided Rockets etc)
Carrier (LG something big 15k+ blocks)
Military Tanker (LG fleet utility ship)
Hover Tank (SG, planets)
Outpost (LG, planets)
Cargo Truck (SG)
Ground Attack Plane (sg)
Mech (sg)
Bomber (like a B2)
Fighter + Air Tanker (SG)
UAV (sg)
A TDM Map (LG)
Grav Cannon (space)
---End Transmission
Oh, forgot to do that! Thanks.
Category: Smuggler ship
What if it was an requirement that it should outrun the big red ship?
That it needed to be fast, and have hidden cargo containers (just brainstorming here)
~~End transmission~~
Speeder Bikes (probly necessary as an extra requirement for something else tbh)
Mobile Landbase
Something to do with planes/helicopters
like an indiana jones type of temple, in space!
Requires: Cockpit module, Wing module, Engine module, Weapon module.
Modular Stations:
Important notes: All subsystems (Reactors, Thursters, gyros, etc) has to be able to be repaired without taking the station apart to get to it. Only Large ship blocks for Station, Small ship can be used for turrets or ships for the station.
Requires: Starting hub, Extention module, Reactor module, Cargo module
Extra (Pick 2-3? of these to be in required): Docking port, Hanger module, Defence module, Solar array, Power storage, Processing module, Factory module, Shipyard, anymore?
Starting hub - Pressurized, some storage, Airtight doorway, at least 4 expansion ports
Extention Module - Just something to expand the station cheaply
Reactor module - A Nuclear power plant that can be accessed inside the station
Cargo module - A storage unit that can hold 8 LCC
Docking Port - a place where large ship can dock at
Hanger module - a place that can hold 3 small fighters (idk what ship for refence)
Defence module - A unit that has drones and/or turrets for meteor/invader defence, At least 4 turrets or drones
Solar array - a module that has at least 8 solar panels
Power storage - module for storing mass amount of power, at least 12 Batteries
Proccessing module - module for ore processing and componet manufactoring
Factory module - A place a small ship constrution
Shipyard - a place where frigates can be repaired, and ships can be built
Please comment on this, I would love to hear any of your responses to this
I like both ideas, but having all those required modules for the station would make it pretty big all put together. And if we were required to submit a blueprint like we have been in the last few contests, those of us with weaker computers (like me) probably couldn't participate. Or we'd have to get people with better computers to submit them for us.
Maybe it could be more set up like this. A control module, a reactor module, and a cargo module are required, or are built into one base module that you would stick all the others on. Beyond that, you have to pick two or three other modules out of the other types of modules to make. For example, a power storage module, a solar array, and a hanger module. Or a factory module, a defence module, and a proccessing module. Something like that.