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UbioZur

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  1. Like
    UbioZur got a reaction from Prophete in Problème permission organisation   
    Ahah, IL a mis son tutos RDMS en ligne: https://www.youtube.com/watch?v=JvZc79Dlaqw

    C'est plutot bien expliquer, je pense que vous devriez trouver de quoi faire.
  2. Like
    UbioZur got a reaction from Daphne Jones in Territory defense?   
    Yes you can! I know that by experience, it's where I put mine so I have a full overground tile to work on.
  3. Like
    UbioZur got a reaction from Prophete in Disparition vaisseau de base au shop   
    Contact le support sur discord. c'est apparement plus rapide que par le site de support ahah.
    (c'est surtout si ce construst te prend un slot sur ton nombre max de construct (sinon pas grave, c'est plus rapide d'en refaire que d'attendre le support)
  4. Like
    UbioZur reacted to Olmeca_Gold in Discussion about End-warp Obstacles and Ramming   
    NQ could solve this and create a prototype granular safety system at the same time.
     
    1) Move all warps to planets to a single location around the planet (perhaps one Aphelia warp beacon per planet)
    2) Disable space construct deployment in their immediate vicinity.
    3) Have some of these beacons outside the PvP zone, some inside and differing distances from the planet/safe zone.
     
    This would create what's essentially "gates" in Eve, which function as choke points people find players to fight with. Perhaps interstellar gates or asteroid belts will function this way, but I doubt many solar systems will be created soon and most of the traffic will happen across planets. Moreover, varying distances to the safe zone would create "hisec", "lowsec", "nullsec" type of risk variations without needing NPC enforcement like Eve does. Planets can be safer to warp, but less rewarding to mine; and vice versa.
  5. Like
    UbioZur got a reaction from IvanGrozniy in Discussion about End-warp Obstacles and Ramming   
    In space ... planets are moving around a star, and we are talking more about relative velocity than velocity ... so I agree with you, game is not reality, it shoudl be designed for gameplay and not realistic behaviour.
    The core problem come from the fact that there is no voxel damage/physics... Space Engineer have voxel damage/physics, you will never be able to run a server of a 10's of DU current size on it! especially that every voxel are small blocks and can be different shapes!

    Not all planets should have no warping, long term, the game should have a bigger safe area (for non pvp players) but also a massive non safe area (that include planets), for pvp and player inpact in the world.

    Warp along vectors, it is almost already the case, as it is in Eve. From one planet to the other. they difficult things is about balancing pvp gameplay and non pvp gameplay, they can't make it too hard for pvper to set traps (else it's boring for them), but they can't make it too easy for them to set traps (it kills experience for non pvper).
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