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Tychus

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  1. Like
    Tychus got a reaction from Anaximander in Let's get some silly ideas going? :P   
    Aww yeah, that returns me to my Death Rally days... FU Duke Nukem!
  2. Like
    Tychus reacted to Anaximander in Let's get some silly ideas going? :P   
    Actually, an F1 Grand Prix would be doable, if we were to manufacture cars then edit a planet to make a race track. But, to add to it, then add GUNS on the F1 to make it more intrigueing and random voluntters as roadkills for extra points.
  3. Like
    Tychus reacted to Khaymann in Equipment/Player stat modifiers   
    @Tychus
    Sorry should have clarified my statement and said everyone in the post at that moment in time. I also apologize for the anger put forth in the post. I assure you I am not the type of person who enjoys such vulgarity either. I believe this is most of the time the act of children in desperate need of discipline and attention but receives neither. Yet the absurdity of forcing all to such subrogation of a review process for their designs (many of which have spent hours developing) to please the few who find such things so offensive when they simply have to ignore and carry on is offensive on its own. From my experience, these types of thing are the occasional oddity instead of the norm. Now if it does become a problem where it begins to be the opposite then I believe we may need to revisit the topic and have the issue dealt with.
  4. Like
    Tychus reacted to Velenka in Wreckage and Towing   
    So I have been wondering about wreckage. It seems clear that battles are going to take place, so it's very probable that wreckage will be left behind. Wreckage that perhaps the previous owner will come to reclaim, but perhaps not.
    How will salvaging wreckage work? It should be balanced enough that either the salvage shop or the previous owner will have a fair chance to claim it.

    So here is my suggestion. Whoever wishes to salvage the wreckage will have to "claim" it. The wreckage will remain in a "claiming" state for X amount of time. After that, all rights within the wreckage will transfer to the claiming player. Should another player interrupt the claim with a competing claim, the countdown will restart with a new claim in the name of the interrupting player. The amount of time X would depend on the amount of voxels in the construct: bigger constructs take longer to claim.

    This shouldn't be limited to wreckage. An abandoned, but functional construct should be a valid target for a claiming system. It's a naval tradition. You found it first, crew's gone or dead, so it's yours.

    This would allow for interesting interactions. Either the two opposing players could sit next to the wreckage, claiming it back and forth until one player loses patience and abandons the wreck. One player could initiate combat to either scare away or kill the other player.

    But what about abusing this claiming system on an occupied or fully functional construct? The owners/right-holders could put an anti-claim on the construct for Y time that prevents claims from finishing, starting, or continuing.

    "But what about griefers abusing this system too?" Well first, it should only work outside the Arkship safety area. Second, claiming should have to be done in very close proximity to the construct. Third, the entire construct should glow or do something to let anyone in the surroundings know that it's being claimed. Fourth, if you don't want to be bothered, weapons are ideal. Constructs that aren't protected are easy targets.

    While on the topic of wreckage, wrecks tend to be adrift. So what about some sort of tractor beam device and/or a magnetic harpoon which would allow wreckage to be towed out of dangerous areas. Other things could be towed too, like mostly intact ships with missing thrusters, or a modular piece of construction for a space station. A towing mechanism would go hand in hand with the role of a salvage yard.

    There's also the issue of servers and load. A huge wreck after a big battle might leave wrecks and pieces floating everywhere, so after a certain time, the server should delete them. It should be a fairly long timer to allow players to recover/salvage what's left.

    But this presents the problem of what is a wreckage and what isn't? It might be easy to say as a human, but not so much for a server. An abandoned or unpowered ship might simply be awaiting repairs in the shipyard. Or a strangely shaped construct might be doing what it was intended to do. Or a base might just be so simple that it has no elements to speak of. A completely functional ship could be treated as garbage if the owner decided to quit playing the game and leave it floating in space.

    So what do you guys think?
  5. Like
    Tychus reacted to Code24 in Equipment/Player stat modifiers   
    Nothing in those porcocorp newspapers is even explicit. And saying that 90% of the player base will leave because of moderation is ridiculous.
  6. Like
    Tychus got a reaction from guttertrash in Equipment/Player stat modifiers   
    Going over the list of games I have played in the past, things I have liked and things I have seriously disliked. I very much enjoy the option to customize my character in as many ways as possible without getting absolutely ridiculous (horns and flame eyes, ect, ect...). There were two games I very much enjoyed the character creator much more than I did the actual game itself (especially as both games went through merciless nerfing sessions): City of Heroes and Champions Online.
     
    I know this isn't that kind of game, but where I am getting at is this: give us options during the process we go through when we design our characters. They are a digital representation of our individuality we use to interact with the world in which we are provided. Please don't have a generic male and generic female avatar that are soulless and devoid of creativity. Let us explore the options a bit:
     
    -Cybernetic implants (we are in space for crying out loud, why not let us have robo-arms, hands, feet, legs, hips, eyes, ect...)
     
    -Flight gear, or not... (Just because we are in space doesn't mean that we all want to be clad in a one-piece, single color jumpsuit that is identical to every other pilot. Conversely, it doesn't mean that the female characters should be granted the ability to wear boy-baiting bikini armor that wouldn't protect from a flung toothpick OR that the male characters should be encouraged to create super-muscled, skintight spandex clad cavemen with only a loincloth to shield our eyes from their...manliness... *pukes*)
     
    -Accessory display items (what if my pilot needs a backpack, cane, satchel, purse, clutch, badass sunglasses, earrings, facial and body tattoos, warpaint, ect, ect... Get creative!)
     
    -I hate to admit it, but not everyone is a damn Olympian... It would be nice to have the option to have a mediocre-looking pilot. Or maybe a face/body system similar in function to skyrim or fallout. Simple sliders to adjust the face, body, ect.)
     
    I love to pan the camera around a cool-looking character. I implore you, please give us options!
     
    In addition, it would be nice to be able to find or craft items that give helpful bonuses to certain characteristics. Some of these could include: Amount of resource gathered from a single cycle, damage output/resistance, ship speed/agility/durability, walking/running speed, jump height/distance and many more.
     
    The ship is another often-overlooked aesthetic. Custom paint jobs, or skins could be submitted, reviewed and approved by appointed moderators from within the community to filter profane or otherwise objectionable paint schemes (don't give me that, you know damn-well what I'm talking about you pervs
     
    Just some thoughts.
     
    Thank you for reading and considering my rant.
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