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ChobitsCrazy

Alpha Tester
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Posts posted by ChobitsCrazy

  1. This entire topic is literally a double edged sword lol.

    So I can see the Arc zone being a safe haven parking lot, in much the same way the Tower is in Destiny or any Major city in any MMO (just a bunch of people sitting around) Think about WoW with everyone just trying to be on the biggest mount they have and taking up as much space as possible. I can see that in the same light as a parking lot (only everyone including offline will be there)

    BUT I can also see the safe zone just being one person's construct taking up the entire area after a certain amount of time.

  2. This is a really good question.

     

    I would hate to see the Arcship safezone become a huge Walmart parking lot for people's ships who are offline.

     

    If you're building a base what happens if someone just parks a ship on top of you in the safezone while you're building?

     

    I'm really interested to see how NQ handles this.  I have no idea.

     

    I guess another thing we don't know is exactly how permanent constructs will be.  Obviously we'll be able to edit them in some way.  If you place a voxel in the wrong spot or put down a wing element when you meant to place a thruster, there should probably be a way to delete them and recoup all or at least some of the resources used.

     

    If you can delete parts of the ship then what's to stop you from just deleting the entire ship when you aren't using it?

     

    I guess there may be a resource penalty for deleting elements or voxels.  Although honestly i don't really like the idea of that because it would punish you for experimenting with different shapes and configurations.

     

    I think there also might be a cost to reproducing a blueprint, beyond just the resource cost.  Which might be enough to make people think twice about simply deleting a construct.

     

    My guess is that there will be a way to Store your constructs when you aren't using them.  With a cost for reproducing them.

     

    So many questions.  I can't wait to see how this all works!   :D

     

    So many valid points here, I would also like to see what they want to do about people in the Arc safe-zone that are literally flying around and hindering peoples construction.

  3. In case you missed it the Dev team posted new info yesterday and this was included:

     

     

    We will introduce a set of advanced voxel tools to help building more complex shapes: copy/paste tool, undo, smoother, voxel elements (blueprints for small parts of the voxel structure, that can be used to copy/paste it later), visual aids like lines, frames, and possibly mesh ghost “holographic” import to give you a reference. We will try to add as many tools as possible at release, but some of them may have to wait until a later expansion.

     

    So I wanted to break it down a bit:

    1. Copy/Paste Tool - This would be interesting in a live environment but there would need to be some sort of limitation if you want to incorporate it without a build mode.

    2. Undo - Yes please, if not undo then a way to easily remove recently placed blocks without a resource deficit

    3. Smoother - With Voxels this will be a must otherwise there will be some janky ships out there as well as frustration.

    4. Voxel Elements - This would be the limitation of the copy paste, would need to see it in action depending on the types of things you can make.

    5. Visual Aids - As I stated in another post it would be great to have an overlay of information that you can access as a "New View" type of thing. With Voxels not sure how a grid will look, but with frames and even holograms this would be cool. Also I really want a block count for your structures, both for the overall and as you place rows of blocks would be awesome!

     

  4. This aspect of the game I think will be really worked out after the Alpha, once they have the live environment with people mucking it up, they'll really be able to see how fast/often people drill/mine into planets and if it's too excessive then they will plan accordingly (hopefully). I think we won't really know the nitty gritty until the alpha is in testing.

    For now, in my opinion, just leave it as non regenerative and we'll see what happens.

  5. If they really go for the promised realistic flight model, mirroring will absolutely be essential. No, actually I feel mirroring would be an essential feature no matter what. In 'coarse' voxel games like Space Engineers you can easily eyeball symmetry, counting voxels in finely grained voxel game like DU would be a nightmare.

     

    If it has any aerodynamics at all gonna need precice symmetry.

  6. What I was thinking personally that could def work would be a type of overlay during gameplay for creative works. Once you go into the overlay it would provide information about the construct your working on size, number of blocks/entities, etc. and hopefully a way to be able to move around without hindrance.

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