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Lethys

Alpha Tester
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Posts posted by Lethys

  1. Good idea :)

     

    I may add that even distances will be a bit more difficult - only rp wise ofc.

    There's lightyear, but that's no 'sophisticated' form of distance. Better to use parsecs here, but that is based on Earths distance from the Sun. It is a flat number (3,26lj), but would be a bit odd to use it on Alioth.

     

    Julian calendar is clearly the best method here to use. Will be interesting what rotation time they implement, compared to earth (40k on equator => 1670km/h rotation speed)

  2. 48h is a bit long, if any timer, 24h would be enough.

     

    I'm not sure if JC said something about that, but I REALLY hope that there are no timers at all and no stupid EVE like mechanic (before patch). Timers and those mechanics are just utterly boring, stupid and a grind.

  3. I agree....but at this point this is essentially the same as instancing. I am 100% okay with instancing ...anything to improve my frames. But if I can have 10000 people all at once with good frames and no instancing I obviously prefer this.

    No it's not....and not even essentially or similar. Cause in an instanced world you wouldn't be able to fly to players who are 50parsec away....WITHOUT LOADING SCREEN

  4. I think in the real world it benefits most people to live near to existing human activity. Employers want to set up where the workers are, workers need to go where the jobs are, people want to live near where they can buy things, sellers need to go where there are people who will buy things. People are also attracted to cultural centers and a dozen other reasons to live where there are already people. Most cities are not suddenly or deliberately established, but rather grow steadily over time if the conditions are right.

     

    The kickstarter video mentioned the ability to establish trade centers and make money from commissions, (and that the defensive shield strength would be based on the amount of trade somehow). Some players will want to establish themselves nearby such trade centers, to build their own base, storage, manufacturing, hangar, close to the established trade centers, and every else's base, storage, etc. In addition each group of players will probably build a central HQ base, for a particularly group that central HQ could resemble a city.

     

    One thing that could prevent city building is if the claim system makes it undesirable to build within some one else's claim.

    You mixed something there:

     

    Tradehubs will allow people to make money (cut 5% of all earnings for example). With that money they can buy larger shields to construct and with the revenue they can pay for the materials needed to run the shield

  5. By no means did I read all of your posts...some of you have great posts btw...thanks for making this a better game by sharing your ideas!

     

    I suspect that the concerns brought up in this post are going to be mitigated through servers and instancing. I think having a single server with 8000 (because that is how many of us there are at the base)+ people will not work without multiple servers or at least instancing. Ark and Space engineers do this...I am not sure how Eve handles it but I believe they do instancing. I know in Ark that a newb generally didn't join well established servers where everyone had everything already. Same thing in SE.

     

    I suspect we will see a gameplay / system / game more akin to Ark and SE than Eve or WoW and thus mega servers won't be possible without significant instancing elements on the server side. This alone wouldn't stop more established players from attacking newbs and ruining the experience so I think adding in anti griefing elements server side would fix this. I brought up this idea in another post but I think the starting planet should only be entered one way, by starting the game for the first time. Once you leave this planet to advanced, it should be impossible to re enter this planet. This would prevent pro's from harassing the newbs. Go see my other post for the details.

     

    Again...cool ideas and good dialog!

    Read the dev blogs, watch the videos.

     

    Due is single shard with NO INSTANCES. Like on eve, there are NO INSTANCES. A sol system in eve can be run on one server/cluster (which is part of the single shard) because there are gates but you DON'T HAVE GATES IN DU. This is ONE world

  6. I don't see a problem with those big ass guns, when balanced right.

     

    the lock on fire system could be more of a problem: I just HATED Xcom2 for that whole probability chance thing.

    95% with a minigun from 2m - miss.

    5% with a shotgun from 45m - critical hit.

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