Jump to content

Halo381

Alpha Team Vanguard
  • Posts

    254
  • Joined

  • Last visited

Posts posted by Halo381

  1. i dont disagree that terrain effects create gameplay, they can create a lot of gameplay.

     

    but i dont think that nebula and asteroid fields could consistently create choke points which arent just statistical oddities but influence the game as a whole.

    if the system creates one choke point and then doesnt for long distances. making the choke point an oddity thats mostly circumventable and not something you always have to think about strategically.

     

    Well, nebulae and asteroid fields might not create choke points, but they are battlefields in their own right. A nebula would probably interfere with sensors, possibly throwing off your reckoning of the enemy's position, or perhaps limiting how far you can see so that they're practically invisible. Asteroid fields are battlefields meant mostly for smaller craft that can hide in the shadows of asteroids and use the asteroids as cover as they commence their attack. 

  2. At-least to me it does seem a little out of context, I mean it could be done, but then again what would be the point? 

     

    It gives players another reason to explore. Along with the extra resources and space that comes with finding a planet to colonize, you might find the schematics for a fancy new thruster and you can attach em to your ships. It'll give you an edge, and, as the OP states, it could potentially give smaller organizations that have less funding the edge they need to stay relevant amongst the larger, better known corporations. 

  3. Really, chokepoints are relative to the size, speed, and strength of the fleets that command them. You could say that a chokepoint has to be a "certain size" to really be a chokepoint, but in reality it simply depends upon the capability of a fleet, and the creativity of the person captaining that fleet. If someone were to have, say, a large AI fleet to go along with their player based one, they could create an "artificial chokepoint"; a wall of drones to drive the enemy fleet in a certain direction, which would push them into an ambush.

  4. Hmm, wonder if I'm the only person who thought of smuggling players? IE, helping to sneak rival organization members into enemy controlled territory for loads of joy.

     

    I was thinking about it the other day; having a cargo ship smuggle in tanks and soldiers and unleashing them on an unsuspecting organization. What fun!  :D

     

    You could also smuggle people out of someone's space. Maybe they got trapped there or captured and they want out. Or perhaps they had carried out a sabotage mission and they're now looking for a ride back home. Think of the possibilities! 

     

    Love your Signature btw. Maho Nishizumi FTW!!!  ^_^

  5. Did anyone who voted no bother to explain their reasoning? 

     

    Not that I can tell, which is mildly frustrating. I'd like to see both sides of the story.

     

    I quite like the system Twerk proposed; Every other use of the drug would bring back diminishing returns. Another game I played did something similar, though the system is kind of broken in that there is no debuff for the drug, making the legal alternative useless since it's buff is less. If it's balanced correctly, and I'm sure it will be, this could be a very useful, and lucrative new market.

  6. There are two assumptions that have been in this thread that I disagree with. The first is that choke points can't exist in space without stargates. That's like saying that they can't exist on planets without roads. Stargates (and roads) obviously contribute to the creation of choke points but they are only one small piece of the puzzle. Choke points on land are created primarily by natural geographical features. Others are created by artificial features - I.e. cities, bridges, roads, mines, houses, etc.

     

    If you expect stargates to be the only type of choke point in space then you are setting your sights far too low. There are a plethora of natural features that could be added to space to create choke points and interesting terrain. Some examples:

     

    - black holes - anything within a certain distance of the hole needs to maintain a minimum speed/mass ratio or else it is pulled in. This distance and ratio can be determined by the size of the hole but could be really large, potentially encompassing multiple nearby star systems.

     

    - a region of space that is dense in tiny rock formations, ships passing through take damage. Maybe the amount of damage taken can be reduced by having dedicated scanners that detect them, and/or by traveling slowly.

     

    - nebulae / molecular clouds, the effects of these could vary depending on the type, but sensors and visibility could be drastically reduced in effectiveness.

     

    - ionised regions of space could have adverse effects on certain types of electronic equipment and/or DPUs

     

    - fresh supernovas could make large regions of space completely impassable for scifi-ey reasons

     

    - black holes eating stars spew out streams of plasma. Exaggerate the effect so that there are streams of plasma flying through space (maybe I'm getting carried away with that one...)

     

    Now imagine these in all shapes and sizes (any of these can be on the scale of a battlefield, on the scale of multiple star systems or anything in between), many overlapping and interacting with one another. Now you have real terrain in space and real choke points. And these are just a few things I came up with while sitting on the train to work, I'm sure there are plenty of other things people could come up with both real and imagined. Then throw in artificial structures - colonies/cities/settlements, stargates, trade routes - the things the players will make. These create strategic points of contention to be fought over. And what you build and where is all the more important when the environment is alive with features.

     

    I believe in the most recent dev interview with GrayStillPlays, JC Baillie said that large scale space phenomena such as black holes and nebulae would not be included in the game, at least at launch.

  7. Modern Cities are built around the exploitation of Private Cars, It's why cities in the USA are unnecessarily large and population density is low. It makes a lot of problems, One being that people are forced into a lifestyle of owning cars to be able to live happily. Public transport also suffers etc.

     

    In DU however, I wouldn't be surprised if cities are very dense, Because of the readily available use of space ships and easy access to energy exploitation, Most of the efforts of a city would be to design around the concept of Arcology Construction 

     

    arcology.jpgcrystalisland-fosterpartners.png

     

    A single large, monolithic Construction for the purpose of housing peoples in the many hundreds of millions, In essence, the building behaves sort of like a Central Processing chip, Where you have inputs of raw materials and goods that may be required and an Output of Export materials depending on the Skill set of the population and the careers players might choose to specialize in. 

     

    Arcology Construction is extremely Efficient in the amount of room taken, compared to the amount of commute time needed. Rather than needing to travel 1 and 1/2 hours to your work, just take an elevator down to the industrial complex, or IT department.  

     

    Or at least that's the philosophy an industrially minded person like me would chose to design cities.

     

    Arcology Construction is indeed more compact than a normal city, and cheaper when it comes to resources. However, my concern with that is, rather that have several hundred buildings spaced apart from each other as a target, any attacker would only have one target to shoot at, which makes crippling the city much easier.

  8. Sadly, what is, and what is felt by those coming here for the first time may differ.

     

    Also, you can decide English is universal all you want, this wont make a vanilla 17yo french guy understand it more. Thanks to our "outstanding" Education Nationale ... *cough cough*. In fact I believe the same applies in many country. This is the reality I understand and witnessed.

     

    Some ppl will come, speaking what the h*** they want, will you be mad at them each time ? what image of the community will be passed to the newcomer ?

    While I understand your need to read and check every bit of text posted here, if you want the community(aka early player base) to grow, another strategy should be implemented than "english please".

     

    If you are calling me a drama queen for voicing this opinion, then, we have not the same definition of such term clearly :)

     

    1)I think you misunderstand; no one here is angry at the OP. We simply believe it would simplify things for the rest of the forum go-ers to speak in English

    2)No one is implying that EVERYONE will speak/understand English perfectly. However, English is very prevalent in many countries in the world, and thus regarded as a universal language.

    3)You weren't called a drama queen for voicing your opinion. you were called a drama queen for the manner in which you did so. Your posts on this particular topic all seem rather... aggressive, for lack of a better word and as such people might respond in a certain way to them. (this is my opinion. I can not speak for vylqun)

  9. Yes not everyone can, but neither can everyone understand french and the most people can understand at least a bit english, because its more or less the universal language of the world and as far as I know a part of the education in the most parts of the world. In todays world if you want to participate in things that are international you should at least understand english and use google translate on the own end instead of forcing it onto others. If I would write german in an english forum, I would expect to get ripped into pieces, because I don't adjust to the others. And just because the Devs are french doesn't mean that you should write also in french, because that makes it even more difficult for others that have english already as second language. (I don't mind if you write your org description in another language if you want to build an org that is using this language, but don't expect that I will negotiate in this language with you.)

     

    But hey if you want to stick with this statement I will instantly begin to write in the language i'm most comfortable with, german.

     

    Es macht bestimmt Spaß in einem Forum zu schreiben, in welchem jeder eine andere Sprache spricht. Ich bin sicher Twerk würde sich mit freuden des Griechischen bedienen. Und nein ich will niemanden ausgrenzen, aber wenn du in einem internationalen Publikum gehört werden willst, musst du zumindest etwas Englisch können.

     

    So my whole point here is simply that it is more pleasant for all of us here in the forum if we stick with one language to formulate our ideas instead of many.

     

    I'd have to agree with Darius on this one. When posing an idea to the masses on the forum, I think it'd be a good idea to at least do your best at translating the post into English, whether through Google Translate or through your own knowledge, or both. While understand French, a vast majority of the people on the forums do not. However, most, if not all of the people on the forums know at least enough English to get their points across and to understand others. Besides, it makes things easier to have one uniform language everyone can communicate in; it makes your posts easier to understand at a face value. 

  10. I think it depends, if you have a few bigger organizations that are allied building near or next to one another, for security, support, or the combined goal of building a big settlement, you could have urbanization forming. For me it comes back to how willing are people and organizations to work together, instead of against each other.

     

    That said, resources will get used up, so large urbanized areas may or may not be ideal.

     

    Methinks that'll just make markets more lucrative, since the lack of resources in that area means people can't get them in bulk quite as easily.

  11. However, and I think many will agree here, Alioth should be enshrined as a neutral world for all to enjoy, a world for embassies and bazaars where everyone can feel safe. This pact could be expanded for that.

     

    You'll never be able to enforce that, especially at the beginning. Everyone is going out to make a name for themselves, they won't spend much time trying to protect others too.

  12. why shouldnt/wouldnt mining beams work?

     

     

    haaave you met those fancy antigravity units that seem to be widely available.

    you know, those that made the big ships casually hover over the planets in the videos :P

     

    Well, it's one thing to stick a large ship above a planet. It's another thing to land the ship and take off again. And it's entirely different if you expect to get off the ground again with a thousand tons of ore added to your mass. At the very least, it'd take a big chunk out of your fuel stocks.

  13. I feel like players are gonna hunt them to near extinction and then like, a year later the devs are gonna have an event called "Revenge of the Space Whales" and suddenly they're OP as hell

  14. I was literally just talking about something like this with my buddies earlier.

     

    I think it'd be a great idea. It'd make shields less of a "I need more shield blocks to cover that little corner of the base that isn't protected!" and more of a "Make sure you put a module on every side of the base, it'll do the rest." 

  15. I really like this idea.

     

    Sort of like Eve and wormholes ... instead of making sure I have plenty of probes in my hold in DU just make sure you have extra probes if a gate is blown up while on the wrong side.

     

    The possibility of being able to connect/disconnect interstellar travel lanes brings a huge strategic component to the game. Plus you build it, you own it :D

     

    You own it, you can tax it  B)

  16. I hate to be a "fun" breaker but I remember in one of the devblogs somewhere about there being a build height limit on planets. Meaning that this would not exactly work. Now I could be wrong - so if someone wants to double check or even better yet, see if NQ will place his two cents in on if there is a limit or not. 

     

    I looked over the Devblog concerning builders and tools, no sign of a height limit. I do now that territory claims only extend to 1km above the surface of the planet, but you can still build above that area. 

     

    Or you probably could replace griefers with COPS,  ;)

     

    We aren't here to diss anyone. 

  17. Well, building community structures such as public trade hubs, or space elevators that lead to public trade hubs, benefits everyone simply because it's a public trade hub. No one has to fight to get into it; if you wanna sell your products, all you need to do is rent a stall, hopefully at a cheap price. Maybe the stalls closer to the point where people get off the Space Elevator are more expensive, on account of more people seeing your products and therefore more people buying them. The people who build the elevator get tax revenue, the people who open shops in the resulting trade hub get many customers, and the people using the space elevator get easy access to goods.

     

    The problem is convincing others in the community that it's a good idea. Personally, I'd fund such a project. But others, I'm not so sure. Though why they wouldn't is beyond me. Perhaps they think pirates would blow it up. They could, yes, but it'd be much more sensible to just let it sit there and lay waste to the cargo haulers that pass through the area. So, it even benefits pirates, to an extent, the boundary of which is measured by how many patrols would be available to remove pirates from some areas

×
×
  • Create New...