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Lethys

Alpha Tester
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Everything posted by Lethys

  1. I admit it: twerk is right. *runs away* Seriously, it just doesn't make any sense that ALL items have that lock on it. As twerk, I just can't see a pirate group raiding a cargo container with weeks of preparation in advance and then bring those 5000 items to some shop to wait weeks again. That doesn't make sense anyway. I hope that NQ will deal with that problem once they figure out how combat should work. This won't be a thing in alpha at all (no combat so far) so you can't steal anything from a body anyhow. Keeping such a mechanic with locks on EVERY item will just kill piracy/robbing/stealing/extortion all together because only very very few people will want to bother with waiting for a shop to clean items.
  2. I hope they get this into the game any time soon - otherwise it would be very very tedious to ship cargo anywhere
  3. see my reply in that other thread: NQ works hard on core mechanics and core gameplay. Aesthetics/fun items/useless items/whatever isn't needed for the CORE of the game will not be implemented in the first few years. If players insist on having such nonsense, then NQ will think about it. But I doubt we'll see much of that within 5 years. If you're only want some sculptures you can already do that ingame with the smoothing-tool - watch febuary devdiary
  4. That's why this is an MMO and you need a crew to man such huge ships - you can't even mine that amount of resources needed. Band together, mine together, build together, fly together.
  5. NQ works hard on core mechanics and core gameplay. Aesthetics/fun items/useless items/whatever isn't needed for the CORE of the game will not be implemented in the first few years. If players insist on having such nonsense, then NQ will think about it. But I doubt we'll see much of that within 5 years.
  6. You'll find ait megathread from some months ago that covers this. NQ stated that there will not be automated mining and no drones for that in order to give people and newbros something to do. If they would allow automation all over the place, people won't be interested. And newbros without those skills needed to run such equipment wouldn't have a chance to start earning money
  7. That's why there is the RDMS. Find it in Rules and announcement subforum. That's exactly the toolset for creating those roles, rights and ranks
  8. there is already such a project: DU-radio. Currently it's on standby, but I'm sure those involved (hmmmm, that would include me to some extent lol) will soon be ready to share this wonderful project with the community Waiting you must learn, young padawan
  9. nice! don't know that guy though lol
  10. I don't see a point in a weapon so powerful to destroy parts of a city. Takes away the fun of carpet bombing, cleaning up by footsoldiers, no tactical ground warfare, just boring, senseless I-win button. No thanks Welcome to the forum o/
  11. I hope they go for a more classical route - stargates of same size for ships up to x km/mass - jump drives for bigger than x km/mass ships I like the idea of some kind of black ops gate for only small ships with x mass can pass
  12. We don't know anything yet but I hope they will implement some very cool and sophisticated mechanics like scanning for nearby pulsars (each with a different rotation) to extract your current position in space. Then scanning for stars (you shouldn't know wheather there are planets in that system with the most basic scanner) and mark that position in your HUD. They could even add uncertainity to it so that you have to scan multiple times to pin down the exact location of that star while you travel there via FTL drive. Bring skills into play there too (faster scan, more reach, better accuracy, detect planets not stars,...) Once that planet/star is found YOU know where it is, but no one else so they even can make cartographers a thing to sell directions to players. All of this is my imagination ofc, nothing official.
  13. Sullos (even though he's pretty new) already gave good answers (kudos to you for that feat!) Yes you can make a hangar and build a shield generator. That one would need power to operate and will create a shield bubble with a certain radius. It can be attacked but you have a 48h (for now) timer on it....only after that timer runs out, the attackers will be able to kill the shield and thus be able to destroy/steal your ship. If small shield bubbles are worth constructing is another topic - they might be very expensive. NQ also stated somewhere that they think about some kind of "personal shield" for your construct when you log off. Although I think that's a bad idea and clearly is against the MMO/emergent gameplay aspect of the game. If your ship is destroyed - then it's gone. What do you expect to happen? If those personal shields for constructs won't be a thing then there will be player run services like parking lots. They charge you a fee and in return protect your ship while you're offline. Someone will start this for sure oh, and welcome to the forums o/
  14. I agree with void here: the most research will be done (and needed) in ship doctrine and how to build an effective ship. Especially doctrines will dictate combat and the monopoly of certain orgs. But I can't really see an actual research mechanic (as mentioned - although I would love it)
  15. Welcome. You know, chances are higher to get the attention of new players if you write more (a lot more) about your org. Otherwise, you'll fail. Just an advice
  16. Yeah it's definitely better to censor them with a post count.... Define "player" in pre-alpha please
  17. Welcome to the community, you have time to decide where you want to be, what you want to do and with whom you want to play. Look around, get to know people and have fun Yes you can upgrade but be aware that you might not be able to do so for long because there might be some changes to the rewards and/or the amount of money needed to upgrade.
  18. I don't quite understand what you wanted to say there I'm all in for a game where only some people (who make a fortune) have to actually have those skills to build the tech, but some minimal skill requirements should be introduced along the extra bonus from skills.
  19. I agree that there are different types of techs: - TECHniques: how to build a ship for example - TECHnology: new elements (like ftl drives) While the first category is more dependent on soft skills, the latter is only dependent on skills. R&D for new TECHnology will revolve around finding new materials by combining them AND skilltraining. You have to train skills for, lets say, 6 months in order to build and use the element "ftl drive" and you need "construction V, energy management X" plus the resources "uberfastium" and "extremedurablium" to build it. For those resources you need "insert other ridiculus, completly made up names". So, in fact, this second type is only about skills. ninjaedit: and yes, how those elements are refined in order to get them is a mix of both - you need to know how to do it (soft skill or blueprint/schematic) and you need the proper skills for it
  20. The one scene mentioned with jamius just stands out now, because (for now!) it's a bit too confusing. That'll change for sure later on when details are released, why he did it - When you read all of it then it'll make sense. What I like most about your story are those detailed descriptions of characters, environment and things that happen - you get caught immediatly and you can imagine and see how you envision those sourroundings while you wrote it. I like that story very much so please keep that wonderful work up and tell us how it'll end
  21. While I agree on the fact that it's more emergent to unlock certain techs/skills with some scanning/exploring I have some issues with this - I'll come to that later. I think it would be cool to unlock new techs for research (read: new skills which is essentialy what you'll do) through scanning a sun or scanning lots of different lifeforms (trees, flora,...) for new medical skills or scanning different biomes for new/better suited methods of traveling/defense in that biome for example. For more PVP oriented players there could be some timer for example - after sitting in a turret for x hours / shooting x times / destroying x elements / killing x ships you unlock different skills. BUT - this can easily turn into a grind - you have to make sure those unlocks are available for everyone who are dedicated enough - random finds are always problematic because you can't do anything to get this research tree - you have to rely on RNGesus who likes to screw you over and over again - there will be guides anyhow on the internet after some time how to get certain skilltrees - so this mechanic would just shrink down to some annoying path you have to do in order to get your char where you want him to be. Look up what needs to be done - follow it / grind it - unlock skill.
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