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Halo381

Alpha Team Vanguard
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Posts posted by Halo381

  1. ok now really lets forget about this topic and you weird repressed gay feeling for real life and ill make anothe topic for game politics OK

     

    You're the only one getting off topic mate. Keep the BS in the PMs, we're here to discuss game mechanics.

     

    Personally, I'm against slavery (that's just my heritage speaking) but I think being able to take prisoners should be an option. Think about it: you find a spy and you wanna take him/her to jail. Well, slap some handcuffs on the scrub and tow em away. Perhaps there could a limit on how long you can hold someone, so that the game doesn't become a stagnant "When will they let me out" scenario.

  2. I got that. But why actively discouraged people from trying another approach?

     

    Now, I wouldn't say to actively discourage people from trying is a good thing. However, I don't think things like making travel difficult should be categorized as actively discouraging solo play. Things like that are supposed to be grand milestones that we achieve, and, as the technology in dual grows, travel becomes easier. Building, mining, etc. becomes easier. But in the first weeks and months of the game, I expect we'll be seeing a very team-oriented universe. Perhaps that will drive off too many people, but personally, I believe that's the way to go. 

     

    They say Rome was built in a day. But it wasn't built by one person. Perhaps a hundred thousand years in the future, it could be, but not at the beginning. 

  3. "What is order for a spider, is chaos for a fly". Everybody has they own style of gameplay and what is for you is "ruin" for other people can be "best fun". MMO stands for "MASSIVE" game, so devs try to create something to satisfy a very vast spectrum of playing needs. And we, as future players, should rather carve our own niche, than forbid others having fun in different ways.

     

    In infinite universe any style of play will not be some else problem - you can always can just change planet ;)

     

    You seem to have left out a vital part of the argument; MMO stand for Massively MULTIPLAYER Online. Sure, it's a huge game, you'll get all types of people here. But it's a multiplayer only game for a reason. If you wanna go solo, good luck to you, you prolly won't get very far without some help. But, this game is meant to be played in groups. Why? Because you need a group to get anywhere in a meaningful amount of time. Research and resource gathering are boring jobs, and they can take a long time. But they'll go by quicker with more people, and are crucial to the advancement of players and organizations. Building is not everyone's cup of tea, and it takes even longer than mining it all, but we need builders. PvP? Sure you can go at it alone. But a group of players that ambush you? Those guys are gonna kill you and take your stuff. 

     

    Simply put, MMOs are not meant to be played solo (trust me, I've tried). One can only go so far before they hit a wall that they cannot surpass alone. These types of games aren't built for lone wolves. Hell, even having only a few people in a group is exponentially better than being all alone. 

  4. Something my OCD with vocabulistics noticed. Aren't missiles fired from a ship technically torpedos >_> ???

    Pretty much. In the simplest of senses, torpedoes and missiles are essentially the same, save for the fact that they are meant to be fired in different mediums. Missiles are fired through air, and as such, they have fins to change direction and such. Torpedoes are fired in a vacuum, and as such, they require small thrusters in every direction to change their bearing.

  5. It would require a high level of technology to build a magnetic containment unit (or E/M bottle) using superconducters and to cryogenically cool the anti-hydrogen atoms to maintain a liquid state.  Also the unit would need to be extremely reliable since any power interruption would result in catastrophic failure of the unit.

     

    I think it should have less reliability, considering the fact that when Antimatter touches matter bad things happen, and also the power output is enormous and, quite frankly I think it'll be a bit OP when the technology first becomes available to us in game. Gotta balance the massive power boost with volatility. However, as our technology grows, I see no reason why players couldn't research a system that's more stable in handling the material, making it safer and thus more popular.

  6. are you willing/allowed to share more of that mail? assuming theres more interesting data in there

    All the other information in the mail has already either been confirmed, or it's up in the air still, to my knowledge. It was sent before I joined the forums.

  7.  

     

    There will be some kind of land vehicles, but we don't plan to have land vehicles with wheels at the moment. It will be more hovercraft or antigrav vehicles like Star Wars land speeders.

    Got this in an email from NQ. Just to answer any questions on the matter of wheeled vehicles

  8.  

    The other problem I have with that sort of system is that once you commit to one path it gets increasingly costly to change specialisation. Either training time (ala EVE) or through grinding up a particular path. If you're part of an organisation that needs to change tack in a hurry, you've suddenly got a lot of people with a very unfun training regimen ahead of them that gets in the way of actually playing the game.

     

    But that's the point. Going down a skill tree should be an investment. It's like real life; You go through high school and college focused on one major, and you're highly specialized in that particular major, but if you wanna switch majors three-quarters of the way through, you are gonna have a rough time. 

  9.  

    > If everyone starts of with a fixed starting amount of credits how would one come to make more money? (thus increasing inflation)

     

    I believe the devs mentioned having markets and cities populated with NPCs alongside players (It'd be difficult for some to be prosperous without 'em, methinks) and the NPC's would come with money. You sell things to them, you get their money. 

  10. I'm just imagining a tug boat sneaking off with the wreck as two salvage ships fight over it and are completely distracted by each other.

     

    The SOS system sounds interesting. Possibly with the ability to broadcast on different frequencies so that only friendlies can pick it up or something like that

     

    No, the channel should be open. It makes sending out an SOS an actual tactical decision. You could get help, or you could get pirates looking for an easy kill. If you want allies to help you, go back to the group chat. There ought to be a few JSDF members online :P

  11. @GalloInfligo

     

     

    Good sir, you are mixing construction with interaction.  With the same logic of Concealing, one can suggest another magical skill called "Insight". Boom, your Concealing skill is countered by that. No skill on my end, I just put a tick in a category. This is why some things need to be player-driven. You can't become a spy because you invested 5 points in Hacking, 5 points in magic stealth that turns you invisible by pressing a button and 5 points in Coercion. These need to be gameplay mechanics left up to the players.  It's a sandbox MMO. While I am totally down for a tech tree when it comes to building and crafting, interaction should not be limited to cookie-cutter preset builds, because cookie-cutter preset builds are cancer for MMOs. It's the reason I quit WoW and many other MMOs after that for that exact reason, people choosing the path of least effort to be the best, no individuality.

     

     

    It's the kind of the same thing as saying "Well, I climbed on mount Everest once, I am a legit badass climber" and then you see George McFly going like "I did too. I took a chopper to the top. I am a climber as well." McFly in this case is the idea of becoming a spy because you ticked a box in a skill tree.

     

    Weapon skills are excluded to this. I firmly suggest that weapons should be mastered with use in the game. You start bad and you get better by practising the weapon in game. 

     

    But skills like concealing an item, should not be left to "Checking the Skill Tree". 

     

     

    Plus, we all know ruffians will be in the game and having to interact with them and bribe them to help you sneak in a major city is a sick idea. Much immersive, many a ploys. Yarr.

     

    Perhaps, rather than have a specific skill, there'd be an item; say, like a hidden pouch you can stick in your inventory, and no one will be able to see it or it might be disguised as something else.

  12. Imagine this... The rp group is spending months building their ship, we build a probe and launch it.....two months later they leave...we jump to our probe two months later and start claiming the planet to mine material and build our personal nukes etc, 7 weeks after ariving we build our stargate, a week later they arrive finally after traveling for months, and out of supplies....and . we already own most of the planet, the stargate, and have a bountiful operation going..... Now which side of that do you guys want to be on? 

     

    From my understanding, planets are gonna be rather large; a bit too large to claim within seven weeks. Perhaps if you had tons of Territory Units on hand, it'd be feasible, but from what I've heard from the devs, Territory Units aren't going to be the easiest thing to manufacture in the first place. Granted, if no one else is there you can just build on neutral land, but if someone happened to claim it, problems arise. Also, claiming an entire planet means defending each territory unit, which I imagine could get a bit tedious and resource consuming.

  13.  

    @Anfros    

    The problem arises when you have someone owning the stargate and only allowing that orgs ships through, which could well mean that there will be situation where an enemy is attacking you and you have no way of striking back.

     

    Hell, if I don't want to allow anyone into territory I own, I'll close that stargate in a heartbeat. And sending attacks through one? That's called tactics, mate. Besides, a stargate requires an entry gate and an exit gate; just blow up the exit gate and the enemy can't send as many attacks anymore. Problem solved.

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