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#space ships
basiliskfree · 8 months
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Doodle page of Lamp Ships.
Lamp ships are some of the fastest ships in the known the universe. Outside of their general ability to Jump without a wormhole, even the slowest ships can get up to half the speed of light, with most getting as close to it as physics allows. The delicate and colourful "sails" of a Lamp ship can be anything from a radiator, Solar sail or even micro particle Shielding. the Material and structure changing for the job.
Most True Lamp ships (those with a their own "brain") can't land or even survive a planets atmosphere, so use landers to send there units on to a surface
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vexwerewolf · 1 year
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starwlkerr · 6 months
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little ani
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groundrunner100 · 12 days
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Don’t forget to reblog your FAVORITE starship!
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bagog · 1 month
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It bums me out when I see how much hate the 32nd Century Fleet from Star Trek Discovery gets. Partly, it's because it's hard to parse who hates the ships, and who hates the show and is just taking every opportunity to get some hate off.
My basic position is that: Star Trek uses aesthetics-over-practicality as a STORY-TELLING choice, as well as a design choice. The Federation is such a cool, future place, we can build ships just cuz they look cool and not cuz they make any sense.
People saying "It doesn't look like anything like ships we're used to" are like people complaining the space shuttle isn't built like a horse-drawn chariot. Technology AND aesthetics have evolved over the last ELEVEN CENTURIES, what makes you think we'd even recognize their standards of beauty OR practicality?
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Images from thetrekcollective.com
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leo-fie · 7 months
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There aren't enough Dyson Trees in Science Fiction.
I can't believe Dan Simmon's Hyperion was the first time I heard of this concept.
It's a tree that's a space ship. A space ship that is a tree. It's the most delicious idea! Where is it?
It's called Dyson after Feeman J. Dyson, a mathematician and physicist, who also thought up the Dyson Sphere. A concept I'm sure many are familiar with. (There's also the O'Neill Cylinder, that colony thing at the end of Interstellar)
A Dyson Tree is a construct where a plant grows inside a comet or asteroid or something and produces it's own atmosphere. With a human crew it could easily be envisioned as a system where humans produce CO2 and the plant produces oxygen. Slap on some thrusters and you have a space ship. Some artificial gravity and you have a tree instead of a bush.
Tree houses! In space!
And it's not just some fancy scifi nonsense, oh no! An actual nerd thought of this!
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spirking-and-smirking · 4 months
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okay but what are your top 5 star trek SHIPS? as in ships not ships.. the opposite of what the other guy asked
Alright, well, first and foremost,
1. The Enterprise (TOS) In the words of James T. Kirk, "It's a beautiful lady, and we love her." Bonus points for being super visually charming. I could 100% live there.
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2. The Next Generation Enterprise. I could also live there. Data's painting of the hall is even cooler than the actual halls, though.
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3. The Borg Cube (it's cool and its a cube)
4. The Klingon Bird of Prey (no explanation needed it's literally just super cool)
5. This one is actually a shuttlecraft, but.. The Galileo Seven. I love the shenanigans that happen in TOS. Plus my family has a Christmas ornament of it.
This list might change as I watch more Star Trek.
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siamont · 1 year
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We may not be able to fly space ships just yet, but these games get us pretty dang close.
Made in Affinity Designer 1.10
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lasaraconor · 8 months
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chernobog13 · 10 days
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STARTLING COMICS (vol. 1) #47 (September, 1947). Cover by Alex Schomburg.
"Honest, Doc Wertham, boys are only buying these comics for the space ships and the ray guns!"
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basiliskfree · 1 year
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I wanted to start design work on Hugo’s ship but realized I needed to know what a standard Lamp ship’s insides looked like, so here is that! more info under the cut. 
Lamp Ships tend to all have some common room types that are found in the smallest's scout ships to the Kilometer long mining ships. Even in Hivemind ship these spaces are more colourful then one would think do to how even non sentient Lamp respond to colour. 
Servers and Brain Room:
Lamps Ships use the same brain cores as the much smaller units but Linked together into huge networks that run though a massive biological/mechanical system in it’s center. This system is what allows Lamp ships to jump into the between as well as sent FTL messages through this Subspace (Spectrum Lamps refer to this as “sing”). 
They also have what Lamps call “dumb computers” or “thinking rocks” large silicon base computers that act as servers and archives. this run some of the more mundane tacks around the ship. Surprisingly these computers are programed in binary and function much like human, digital Computers. 
Both are heavy liquid cold (see the blue piping) and are some of the most shielded parts of a Ship.
Kitchen and Greenroom:
Lamps have fairy simple digestion tracts,  so often have some basic cooking systems on board. Though this is one of the rooms where the difference between Spectrum and Hivemind ships is the largest. The Spectrum Lamps caring more about how good, or interesting a meal is vs a Hive ship just wanting the max nutrition per energy spent on the food. Most Kitchens are equipped with a food printer, simple oven  and microwave. As well as freeze driers and cold storage. 
The Green Room Pictured is a rack system often used for fast growing fruits and “filter” plants 
Hallway:
Lamp ships have circle hallways that run between the ships thick hull and the interior living spaces. Most have a mix of small workstations, assess points and storage. As picture here Yellow is commonly used as the colour for doors and “Floors”, Ships tend to use acceleration to produce “gravity” but if they are using rotation, or planetary forces to produce a “down” whatever wall or ceiling that has become the floor will become yellow. 
Fusion Engine room B:
Lamp Ships have at least three engines, the Main Anti-matter reactor that is used in Jumps and for their main thruster and is picture as the Purple Lantern like structure at the very front of the ship. 
For the Rest if the Ships systems and back up for the main reactor are two Fusion Engines. These rooms tend to be very purple, a common warning colour do to the high power and magnetic fields in these areas 
“MedBay”:
In Hivemind ships these rooms are not so much true med-bays but are instead used to regrow the flesh bodies of the Lamp units who have “died” or to make new limbs. In Spectrum Ships these rooms have much more medical equipment, so medicine is not ether nothing or melt off your current body and probably dying.
Engineering: 
Depending on the size of the ship the Engineering floors can have everything form laser cutters, metal 3d printers, looms and Skin printers. Produce anything a lamp ship may need to repair themselves in space. most also have a small “Replicator”; a System that can use the Lamps massive energy systems to move around and change atoms into new chemicals. These are normally use to produce rarer elements from simple ones or harder to made chemicals. As even with two fusion engines, these systems use a lot of power and need deep knowledge of chemistry to use outside of the presets.    
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battlestargalactispam · 4 months
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youtube
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stazjohnson · 11 months
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Work in progress on a variant cover for Claudia Christian's Dark Legacies issue 2. Ink on paper.
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moonlight1234 · 7 days
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Aether Sail MMO/ Treasure Planet MMO
i am a person of many ideas, all of them too much for me to do, so after many years of hoarding my ideas, and without making any progress towards any of them, i have decided to make some of my ideas public, i started with the RPG system that now has a blog that i will probably not post that much, so i ask you to judge this without thinking the scope is too big or whatever, i know all of that all too painfully, but i want to interact and maybe if this gets enough popularity i will get a contract or something. if you do decide to make my idea, please get in contact, i can work for you.
so, the basic idea is a MMORPG with Treasure Planet aesthetics and the 70% Victorian and 30% fantastic, the medium is cell phones, and you play with the phone standing upwards and the game should be made to be played with only one hand, both for accessibility and to make it easier to play. so you slide around to walk and tap to interact, if you interact with a enemy you get into attack mode. the combat should be something close to monster hunter but with a tab target system, idk if this could work but it would interact very well with the notion that you can only do one action at any time.
for guilds, one idea that i found somewhere that i don't remember is, that guilds are badly designed because it assumes that people only have one social circle, so my idea is to make it like Discord servers, where you can get into any numbers of servers you want, but you always get into the lowest role, and you can go up on roles if people like you or any criteria people want. you could also have multiple bank accounts per server and lock the bank accounts by roles, so you can really customize who has what money, and even share accounts with other guilds.
for dungeons, i want something like Tarkov with their loot n' scoot system, or extraction looter if you are boring, basically the idea of going in, getting stuff and either backing off to be safe or going farther to get more at the risk of losing everything you got. so its actually a risk and reward game to get better loot, to support that you can create encampment to create better gear, store loot and get out of game bonus.
PvP is optional, but its guild based, so you are in war against any other player that your guilds are enemies with. so it is optional, but its also social. enemy players can steal your items from boxes that otherwise they couldn't access, open doors, even if with some difficulty, and other PvP related stuff. to support that you have guild options that make you not enemies with everyone or be enemies with everyone (except if they have the previous setting activated). idk how overlapping would work, but i think its a good system overall.
for cities i think people should be able to buy terrain and houses, with limits, and create things like shops, also have a way for players to create laws and stuff, so basically player driven bureaucracy, that could be fun if balanced for fun, even if might generate too much conflict and be bad for some players.
crafting is something that i thought some amount of it, and i am thinking chore play, so instead of having placing things in a grid and happening instantly, something closer to Potion Craft, with some real physicality to it to make it satisfying, with a bunch of materials and ways to mix them to make it crunchy and let information on how to make some type of material be a political tool, a new way to interact with other players, so if you have a specific recipe that you got from dismantling a specific weapon.
notes are a way to create notes, you can at any time create a note and put information at it, you can sign them and they keep day and hour of creation or last change, they can work as documents, patterns of drawings like Animal Crossing, work like checks, material recipes to make crafting faster but at the risk of people discovering your recipes, and to give people temporary guild roles or other permissions. you can seal notes with wax and stamp it with a pattern. you can also create coins the same way, but not like the original coin, but side coins, so its really a player driven economy, player created coins need a stamp and a material to be made.
combat is like monster hunter but tab targeted, so you aim at the enemy you tap and get your weapons, and when you tap you attack, if you drag you move, if you slide quickly you can dash or roll depending on the distance and you have a block/parry or secondary attack button, a change weapon button, a change target button and 3 abilities buttons. so the combat is about playing towards the win condition of your weapon and using abilities to create openings or getting a big payoff from openings. the enemies would stun or throw you away with every hit, regardless of damage to make you really change how you play depending on what they do, but if you parry attacks you have a chance to throw the enemy away and if the enemy is really big you need multiple people to parry to push the enemy back.
Hades like dialogue, just add something about a player or tell a myth or something interesting but prioritizing things that are important.
and contest that the players can create to play around with other players, basically create rules for a sport or a arena, ways to allow light hearted conflict between players. be a fight to glory or a fashion show, ways to facilitate that type of stuff.
out of game bonus like World of Warcraft, but you can get better ones if you are in a good city or has a decorated house.
for monetization i would like a premium currency that you can trade with other players for coins only, but you can buy something from the game, but i am not sure what, probably some convenience or fuel for better out of game bonus. i think any form of monetization hurts the game, but this hurts the game less.
ships, with a velocity based on cloth released, and functions like cannon, helm, boarder and engineer, idk if the canons should use ammo or have a cd. we have a radar, that has info about enemies like position, speed, cooldowns, so its worth to keep someone there. idk how to make this exactly, but in Starfinder each spaceship has a number of rooms that it has to be able to hold stuff, so something like that, basically a room for people to sleep, a room for medicine stuff, a room for radars, basically space slots, but the trade off would be speed for size.
i think that's all and i would really like other peoples opinions on this, even just for the fun of talking, and if you see a future for this idea, pls send me a message because we can definitely have a deal. thanks for reading, luv ya.
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mmeveronica · 9 months
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It can be really difficult designing space ships in Spore, but here are 4 designs I'm really proud of that you can use in your game!
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From left to right then top to bottom we have the Torefly, Drutch Cruiser, Side Gunner, and the Frictillan Racer.
The most recent and my current favourite is the Side Gunner, I feel it came out excellently even with an almost preset colour scheme.
(to use them in your game just drag and drop the png you want into the UFO folder of your spore creations, they were all made without mods)
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razzek · 10 months
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Since it's disability pride month, here's an old story I wrote about someone choosing to become disabled. It's gruesome in parts and there's some vaguely described medical stuff, body horror, and ceremonial cannibalism, so warnings for that. I've always yearned for more disability in scifi and having it on full display or as a point of strength instead of just something to cure or hide away. There's a Radiolab episode that posits we'd make better astronauts and space explorers because we're already used to limitations and that makes it all the more something that should be explored I say.
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