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vylqun

Alpha Team Vanguard
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Everything posted by vylqun

  1. This is kinda weird, because before your edit i saw it properly and now the link is broken for me O_o i'll just leave ur link and add use the original one as well ^^ Maybe the others could tell us whether they see the first link or the second?
  2. So, initially i wanted to make a model of the spaceship i plan to build, but damn, to much work and i'm to lazy. So i decided that my spaceship conveniently self-destructed, thus i can only show my lifepod I currently dont know what went wrong rendering the lights of the control jets tho
  3. I wondered if we will have some simple physical laws to play with which can be described with short analystical solvable formula, like magnetism or newtons laws for impulse and similar. Its mostly simple vector algebra, which shouldn't take tooo much calculation power if restricted to low ranges. And i sure would love to build my own particle accelerator as ship weapon.
  4. vylqun

    Piloting

    i imagine that you can set buttons/joysticks/levers and whatever to execute luo scripts, and u will have to use lua scripts to activate engines etc. with the proper timing. The accellerator-"button" would activate a luo script that starts up all engines at the back etc,or a lever that sets the power output of them all etc. I just hope that we can build interfaces which override certain keys on our keyboard when used, so that we can put lua scripts on wsad etc. while using those interfaces. Would make controlling vehicles much easier and more fun.
  5. concerning ammunition i remember anarchy online, where you bought 100 ammo per click and they could be stacked up to 50k, the rate high level weapons used ammo was like 10 per second or something alike. In the end everyone used a clickbot just to buy ammo, there was even one created for that sole purpose
  6. different opinions about whats considered gameplay i guess, or rather the missing of a word, because whats meant by that is that it wont affect competive gameplay. While collecting visual effects etc. might be considered some form of gameplay it wont have any impact in the accessibility of game content. That means just because you buy it, it wont make it easier for u to get anything or beat anything. And thats whats important in the end. While you might feel it limiting for you that u cant buy certain designs/textures directly from the shop but rather by another player in the auction, that wont change how you can play the game, but if you can buy gear with stats in the cash shop that directly impacts what you can do ingame.
  7. Another possiblity would be, instead for normal subscription, a combination of per hour and fixed price, like 5$ base + 30 cent per hour up to a maximum of 15$ per month.
  8. That comment made me realize that we miss a thread where we post scetches and models of ships we may have already created or plan to do So if anyone got some, show us. I'll probably try to digitalize my ideas too and post them here in near future
  9. Events that impact the lore would certainly be fun, i'd look forward to it.
  10. I cant talk about client games, but at least in the browsergame section i played 2 games where the devs listened to the playerbase and made many changes that i suggested, so its definitely wrong to say devs wont listen.
  11. honestly, i'd rather have archaeologists find damaged items of any kind, which can be processed by scientists to learn the blueprint of some parts of that item, leading to slightly more efficient parts to build stuff with, improved capacitors etc. Or they can find new alloys, a "new old" combination of materials to create certain items which would improve the overall structure etc. Maybe rarely still functioning items, but honestly, the chance to find still functional high tech items in ruins is not very feasable.
  12. i would not be so sure about that, they talked about different jobs like scientist, explorer etc. In my opinion that means either distinct skilltrees/skillsets for the characters or a general skillsystem in the "skill up as u use it" way, as the elderscrolls games.
  13. i tend to be against multiboxing too.
  14. vylqun

    Scripting

    ye, you're right, maybe i was a bit harsh with my comment. But i think the time spent learning lua without practical application is far higher then if u actually learn it while using it ingame(let alone having the motivation), making the whole learning process take less time and vastly more effective. And i tend to value actions by their time-effectiveness^^
  15. vylqun

    Scripting

    It would be a waste to learn it now anyways, when you can later learn it step by step ingame while instantly seeing your progress.
  16. @Markus_Wolf Nyzaltar only mentioned a group of people to create a stargate to emphasize on the effort needed to create one. Ofc you will be able to create ur own one if u put in the time for it (alone probably months to a year? we dont know). On the other hand, you can't really condemn a mmorpg for having group only content, as social interaction is one of the major reasons why ppl keep playing. Without group content the playerbase of a mmorpg drops very fast. (just as popular example, imagine wow without raids, it wouldn't have survived the 2 year mark)
  17. If anyone played it, DC-Universe has a great system. Every time you equip an armor/clothing with a "new" style its registered and you can chose any of the registered parts for your looks (and paint it/give it skins as much as you want to), that is, besides the pvp, one of the best parts of dcuo
  18. vylqun

    The Economy

    I like that idea very much, let players set up market units and spaces for sale/rent and as long as no player uses these slots they could be rented by more or less random npc shops.
  19. vylqun

    Music

    @Hylios You could always create music ingame with lua scripted controls that activate different engines/joints etc. May not be the same as a symphony of tchaikovsky, but will certainly sound interesting
  20. as far as i remember they wrote that they'll focus a bit more on it when the crowd funding campaign starts
  21. i wouldnt mind deseases and poisons as a gameplay mechanic, rather, i'd like them. They should however never be carried over after resurrection, and certainly not need a dedicated high level player class to remove them.
  22. vylqun

    joint-size

    heh, i sure hope we'll be able to build micro structures, little drone like robots etc, would be really sad if i'm unable to try to create an army of replicators or similar ^^
  23. vylqun

    joint-size

    i c, i was talking about a bit more.. basic joints, for robot construction, the ones in the picture seem to be designed for spaceships and similar structures.
  24. vylqun

    joint-size

    While i do not know what DU posted on twitter, on the website itself i couldn't find information abot possible sizes and concept art itself doesnt tell us anything about it either. And i dont exactly care if its prebuilt joints or custom made, if we can just create a sphere or similar and assign it the role of a joint, then i'm perfectly content with it, because that'd be downsizeable to the smalles possible voxel^^ My question was targeted at the premade joints tho.
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