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Posts posted by Jett_Quasar

  1. I kinda figured it would be close to an impossibility. I have seen people talking about building huge stations and/or rings around a given planet to mine it all up etc. I would think that a station once it exceeds a certain mass would end up becoming a fixed object in space incapable of being moved. If that's not the case then the 8km wide station NQ had showcased in the latest video would be moveable correct?

    I believe in the video the developers were moving things around for the purposes of creating a specific scenario for the clip.  In the game there will likely be different classes of structures, and when something like a space station is built it won't be able to be moved (this is pure speculation of course).


    Getting back to planets though, another thing I would like to see is different atmosphere categories that would include things like the density (or atmospheric pressure), chemical makeup, opacity (how cloudy or foggy it is), and temperature.  

  2. I'm here wondering what weapon systems for ships will be available in game? I have a few idea's and I'll discuss their uses but I do not know if these kinds of weapons will be in the final game these ideas are my own theories.


    Plasma Weaponry - Now if your an Avid Sci-Fi reader like my self you'll know Plasma is a popular idea, Although in space i wouldn't say it is, Plasma is let's say essentially super heated Gas and Space is a Vacuum, no air and very very cold so over distance the Plasma is going to lose heat and disperse which will at best make it only a decent short range weapon, and in space you want long range weapons so Plasma weaponry on a ship i think would be best for just Point Defense, in fact it'd be great as an Infantry weapon as well.


    Missiles - A classic piece of weaponry which could have many different types and uses, you could have your usual explosive ones to destroy targets or you could have ECM ones to confuse the enemy scanners and make them think you have more missiles than you launched, In fact you could have a load of very small missiles used for point defense purposes taking down large enemy missiles.


    Lasers - Light Amplification by Stimulated Emission of Radiation, this is what Laser stands for so it is essentially concentrated light to form a very hot beam (How many of us have gotten a Magnifying glass on a sunny day and murdered thousands of bugs?) And it has an effect on Earth but what would it be like in space with no Atmosphere to block most of the Radiation and refract the sun light? Why you'd get a 100% certified death beam and since Light travels very fast you have a great Point defense system and if the enemy don't have some strong ceramic armor then Lasers would be devastating in ship to ship combat.


    Rail guns - A classic weapon, compared to the others listed so far its simple and easy and if enemy ships do have ceramic armor to prevent lasers then Missiles and Rail guns are the way to go, the great thing is once the rail gun round reaches top speed it's not going to stop until it hits some thing, so i guess Rail gun's are simple but what about their Rounds? Why you could stuff explosives in the middle of one so once it pierces enemy armor it explodes inside doing untold damage! (Essentially a Smart round.)


    Mass Driver - A cousin of the Rail gun, this could be used to launch very large objects at an enemy ship.


    Now i did this post on a whim and there may be more weapons that i did not mention (Torpedo's, but no idea how these would work in space?) if you can think of some just leave a post!

    There are some good categories there, but I would include rail guns with the mass driver set.  There could be different levels within each category, and obviously rail guns would be at the top with cannons somewhere in the middle.  Lasers could have different classes based on energy requirements, and plasma weapons could include ion cannons that would disable ship systems without doing physical damage to most components (good for pirate boarding attacks, and ship rustling).

  3. I'm not sure there is a way to stop people from within an organization from stabbing you in the back when you've put your trust in them.  The only recourse I think is within the game - that's where the politics comes in...

  4. Technically there wold be less of an issue than copyrights. 


    Personally there is nothing better than exploring a bunch of new planets with Cosmic Castaway blasting in my headphones, but unfortunately I don't own the IP so sharing it out to other players becomes an issue... unless of course you have some sort of agreement like YouTube does where they can play ads to pay for it.

  5. I want to give this a like but my bag of likes has run dry again. Looks like you've been busy! Building in DU will be a bit different, but you've got the eye for ships!

    I ran out of "likes" today too - LOL


    I've downloaded a couple free voxel design tools to get some familiarity with that crafting method.  They're too limited to do anything crazy but enough to play around with...

  6. Welcome Volkier!


    I'm 36 and I have realized I still have so many unanswered questions! I never found out who let the dogs out... the way to get to Sesame Street... why Dora doesn't just use Google Maps... why we don't ever see the headline "Psychic Wins Lottery"... why women can't put on mascara with their mouth closed... why "abbreviated" is such a long word... why lemon juice is made with artificial flavor yet dish-washing liquid is made with real lemons... why they sterilize the needle for lethal injections... and, why do you have to "put your two cents in" but it's only a "penny for your thoughts" where's that extra penny going to... why do The Alphabet Song and Twinkle Twinkle Little Star have the same tune... why did you just try to sing those two previous songs... and just what is Victoria's secret? Why do we drive on parkways and park in driveways.?

    ...and do you really think I am this witty ?? ... I actually stole this from a friend who stole it from a friend of her brother's girlfriend's Uncle's cousin's, baby mamma's Doctor...Now it is your turn to steal it from me... lol 

    Enjoy the rest of your day! xx p.s copy and paste and don't forget to change your age! Hahahahahahahaha, needed a laugh today!

  7. Even though weapons systems will be pre-fab elements in the game (and that makes sense), I'm sure people will figure out how to create them using the design tool.  Any remote controlled "probe" can be used as a missile if you point it toward a ship and crash into it at high speed.  


    Also I would love to see someone build a catapult or trebuchet...  that would be hilarious!

  8. I've probably said this before, but I would love to get my hands on the design tool during the alpha design phase.  The one in KSP had bugs that were ignored in favor of fixing gameplay issues, and it really bothered me about that game.  I don't want the same thing to happen here...


    I've created my first voxel design...







  9. @Jett_Quasar


    There's a difference in my opinion between having counterplay and having clanky counterplay. Having a multitude of shields will send a message to everyone that a particular ship has an exact type of defense, therefore creating so much of a clustertruck of mechanics, taactics and gameplays, that the game will become EVE 2.0 as of the difficulty of skill entry. I can't see anyone here that would like to opt for such a complicated method of dealing with shields.



    On a side-note, the only reasonable defense against lasers is a reflective surface for deflection, against particle/plsma is an ElecrtoMAgnetic shield, while ballistics would still need to be met with armor. And last I've checked, the more reflective a surface is (and I do mean reflective, not some crhome paintjob that can be scrapped off with sand, let alone a laser) is easily shattered. Not to mention nobody wants to look like how Deadpool called Colossus in the Deadpool movie.


    A force-field would negate all that, possibly by having a certain depletion ratio against two different types of damage, with Plasma acting as a combination, since it would need metallic carriers to transport the plasma in their own electromagnetic bubble, therefore keeping the defense up to the good ol' saying " the best defense is a good offense " , and making ships have to sacrifice their power supply on shields or go all in for an offense, set weapons to maximum to deliver a crippling blow. Combat is all about making your enemy do the wrong move, and this system is all about tactics and foresight.



    But that's my opinion. I do like mental challenge in combat and not arbitrary rules. My enemy can play chicken, having less power than me and call a bluff I might fall for. That's a gameplay aspect your shields can't emulate, If they have only an EM field I'll go in and shatter them with turrets, while their own guns won't even phase me.


    While I agree that everyone is entitled to their opinion, I mus respectfully disagree with yours.  Here's why:


    This is an MMO game.  That means you want fleets of craft piloted by large numbers of players going at it mostly in space combat.  In order for there to be some semblance of strategy there needs to be complexity in how offensive and defensive systems work.  Otherwise the game will be populated with one ship design covered with huge shields and bristling with the heaviest weapons.  This is not conducive to long-term gameplay - the community will quickly tire of repetitive battles and people will simply stop engaging.


    In fact this is why most sci-fi are set up with this sort of offensive/counteroffensive strategy.  Take a look at Fractured Space for example: there are 5 different classes of ship, each with a different strategy for winning and each having a distinct area of weakness that can be exploited by the opposing team.  And that game is entirely composed of space battles. 

  10. Refer to good sir Archer's post on why these shields can't work. He's a rocket scientist and showed me the error of my ways through unmitigated facts on many occasions. The devs aim for a realistic type of shields (if any), that would be raw force fields, which would only scale by power cores given the LUA script DPUs will need to be wired in a proper fashion for the scripts to work and shields, would not be an exception.

    I've read Archers comments and nothing of what he says contradicts my suggestions on how the game mechanics could work except to say that in the real world E/M shields can't be used to stop physical weapons.  Extrapolating the development of E/M shielding and weapons into an futuristic (sci-fi) universe, what I'm suggesting is in general is that physical weapons easily penetrate E/M shielding to do physical damage, and E/M weapons are stopped by E/M shielding but those shields are weakened by absorbing the energy and also do heat damage to physical shields.


    There's nothing there that's inconsistent with what one might expect from future (sci-fi) weaponry and shields.  Furthermore, it's a standard that is used in lots of 4x games so it's a game mechanic that will be familiar and logical to many players.

  11. Any game that includes space battles can't use entirely real world physics and still be fun to play.  For ground and air combat, the physics could be quite realistic, but when it comes to space, there needs to be some sort of compensation in order to keep things in control.  I believe the best way to achieve this is by doing space battle physics similar to how it's done in Star Citizen and Elite.  The ship has inertial dampeners that can make it fly in a vacuum the same way it would fly in atmosphere.   This doesn't necessarily go against the laws of physics, it just uses thrusters that are way more powerful than could be normally achieved (that would also be the case for FTL drives).

  12. I'd really love to see shields of some kind. On ships, I think it's a given that many people would like that in some form, but on buildings, yes I'd really the ability to do that. I wouldn't expect it easy to either obtain or build the technology for it, but it's something I'd consider worth obtaining. 


    Shields are a given.  There will need to be two types of shielding - physical and E/M.  The physical shielding will be the physical hit points of the craft, and the E/M shielding will be created by a shield generator.  Different types of weapons will affect shields differently - that's where the devs need to make some sort of semi-future realistic sci-fi decisions on how they work.  


    Here's a quick example of how this could be accomplished:

    Particle accelerators (guns)                 Low Tech                Cheap           Short Range          Good against E/M shields bad against physical shielding

    Missiles                                                Medium Tech          Expensive     Long Range           Average against both physical and E/M shielding

    Laser                                                    High Tech               Cheap           Short Range          Good against Physical shields, bad against E/M shielding

    Plasma weapons                                  High tech                Expensive     Long Range           Good against both E/M and Physical shielding


    The short range weapons could act as point defense against long range weapons as well.  Again the guns could be good against missiles and lasers good against plasma weapons.


    Additionally Ion weapons can be used to take out E/m shields for a period of time as well.

  13. Yeah, optimised like Arkham Knight? You want the game to be limited to 30 fps so the consolers don't feel the inferiority complex that grips - and allways will - grip them? Cause that is what "optimising for consoles" really does.



    Plus, a person running the game on PS4 will have to pay two subscriptions for his PSNetwork and the game.


    There are advantages and disadvantages to everything.  I believe this game is structured much differently than a first person shooter, so I doubt there will be no frame rate throttling going on.  In my experience, games that have been ported to console have been improved, and I believe the advantages far outweigh the disadvantages.  


    Furthermore, I'd rather see a game that has a solid 30 FPS to one that can run at up to 60 then lag out to 2 FPS and everywhere in between. 

  14. I'd like to see this game on both PC and console and here's why:


    1) You have a larger potential community the more platforms that you are able to run it on - more people in an MMO the better the experience all around.


    2) The specs for consoles like Xbox tend to be much stricter than on PC, so in the end the game is much better optimized.  This is a huge advantage for PC players where you can build a top-end system that's way better than any console.

  15. I actually really like the EVE model of "play to pay".  This makes complete sense to me since it gives you an incentive to actually play the game and get ahead in order to avoid paying a monthly fee.  It gives an incentive for new players to get good at the game and have the community more involved in building out the world universe.  On the other hand you can pay the monthly subscription fee and choose to keep your hard earned in-game currency to build up your empire.  


    My question is, what happens if you want to take some time off and not participate in the game?  Do you still need to keep forking over the subscription fee or can you suspend your account until you're back from "vacation"?

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