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Limyaael

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Everything posted by Limyaael

  1. It's a one-time jump and I imagine the resources for what is essentially an automated ship will be very expensive. You won't want to jump to a foreign system unless you're building a stargate to get back to civilisation. If you just jumped through without the materials for a second gate, it's going to take you a very long time to get the resources for another gate to get out of the system.
  2. http://starwars.wikia.com/wiki/Infinite_Empire Wookiepedia's pretty fun, Disney should make some movies out of the early lore. I don't think I explained my reasoning behind that too clear in the previous post. I think that humanity went with FTL generation ships simply because such a ship can cover 10 lightyears, collect some resources, then move on. In comparison, a stargate network would send a probe 10 lightyears, have to build a gate on the Earth end, then after the connection's established (at this point the same amount of time for both projects has passed), you then need to build a stargate at the other end. Sure, more people will survive if you get the gates done in time. But humanity didn't have the time (and who knows what a neutron star would do to the wormhole) so we left as fast as we could and abandoned Earth completely.
  3. Realistically, you could just overwhelm the crust with so much energy that the stresses smash it into pieces. Stripping the planet of its crust will make it pretty worthless for a few hundred million years. A Star Wars style complete destruction is probably the realm of fiction, or at least a Type III civilisation. Having it in game is a little over the top. I mean, do you want millions of voices to cry out in terror, and then be suddenly silenced? It's too potentially devastating to completely wipe out a whole planet (and potentially destroy an organisation - what if the only other resurrection nodes are the Arkship, halfway across the universe where they own nothing?). There aren't even nuclear weapons in the game (apparently). I do hope we have high-powered weaponry to bombard cities from orbit though.
  4. Yes, that's it. FTL drives will be expensive and you wouldn't put them on smaller ships. You can travel between systems if you like, but you'll have to prepare for a week's worth of travel to get to the nearest system. Stargates work by creating the first gate, sending out a beacon ship (that will travel via FTL) that when it reaches the target system provides a target to jump to using the Stargate once (like how in the early Star Wars universe they could only jump between places strong in the Dark Side). You have to jump through with all the resources to build another gate at the other end for permanent use. Earth was abandoned quickly and generation ships aren't too resource intensive. A stargate network wouldn't have been able to get away from the neutron star quickly. Remember, it can take a little while for the beacon ship to reach its destination. The stargates are only a good way of travel so you can go back and forward - if you're abandoning a system you don't want the gravitational influence to get through, so it's faster to just run away with FTL. Piracy won't be impossible, even in civilised systems. Unless there's a fleet wondering around every lone asteroid, pirates will be able to snipe unsuspecting merchants and it'll be even easier in less civilised systems on the frontier or even just those whose local governments don't want to police the entire system. Piracy should be high risk, high reward, and the way the game's set up right now it will be.
  5. I like the idea of resource farms (or manufacturers taking resources and refining them, or making them into products) so long as these more complicated farms can't be really easily set up. Try and force the DU economy to model the real world - resource rich planets are mostly for mining, and less resource rich worlds have already been mined but are rich and have been able to set up the expensive farms and manufacturing facilities. Provides an incentive to constantly expand the universe (wanting more and more resources) but also prevents old worlds becoming disused (don't want to abandon all that expensive equipment). I could see dead zones emerging between the developed worlds and the mining worlds if the player base doesn't expand too much though.
  6. I don't think we need regenerating ground. If the community as a whole decides that the Arkship area's starting to look like a mined out crater, the community needs to get together to create a city (just like CSYN's plans for Emberstone). Keep it player generated. I don't want it to be 2019 and then NQ decides we're not keeping Alioth pretty enough so they regenerate the whole planet or create their own artificial city - not that they seem like they would. If we want the environment for new players a few years after game launch to be a welcoming and interesting city, we need to build it ourselves.
  7. As Falstaf said, NQ think that a modern day highend system will probably be around recommended specs in 2018 when it releases. So that's probably an Intel i7 4790K and Nvidia GTX 1070/1080, or whatever the equivalent is by 2018. These are pretty expensive parts right now, but they should be cheaper by then (there's already a successor to that CPU and Nvidia will probably have a new graphics card out by then). Also worth mentioning is that Windows 7's official support ends in January 2020 so you should definitely have upgraded to 10 (or 11) by then.
  8. Stargates won't be one to one connections. They're more like gates from Stargate SG1, where you can dial any gate in a certain range (no confirmation if the size of the gate changes its range or anything). So certainly, a rival org might want to make their own gate to not have to pay taxes to whoever controls the current gate in a system, but we won't end up with seventy gates orbiting Alioth.
  9. Kickstarter doesn't allow backers to withdraw from a project that's gotten over 100% funding if your withdrawal will put it below. It's guaranteed by Kickstarter's rules to be funded the €500,000 at a minimum now.
  10. That's not why they're bad. They're bad because they are notorius for being risk averse and uninventive. EA are especially infamous for making bland and terrible games.
  11. As was mentioned in the francophonie thread, splitting the forums by language will only split the fanbase. NQ have already said the game will be in English, so the forums should remain as such.
  12. You could go via FTL. If you have the resources for a week-long trip just to get to the next system over. Stargates are intended to be the best method of travel for interstellar communications. NQ have said that to prevent this, the gates will have large radii to jump into/out to. And of course, if you want to stay completely safe, stick to the civilised systems where the stargates will have patrols. If you're going out into nullspace, one should expect to have to potentially defend themselves from pirates or hostiles. The gates also aren't directly linked. They work more like the Stargates of SG1, where you simply have to dial to another system within a certain distance. Are you really surprised that an MMO will require a ton of teamwork to be able to get anything worthwhile done?
  13. To put images on IPBoard forums you need a URL. Just upload images to imgur.com, OP. You don't need an account for it.
  14. Welcome to the forums! That's a cool ship, you've got a nice eye for taking good shots.
  15. Buildings *are* constructs. NQ have said that all constructs will have some physics applied to them (velocity, momentum, acceleration) but that, for now, digging out a mountain won't cause it to fall. So your buildings will fall if you cut out a floor, but dig under a hill and it'll float.
  16. Yes, it still does. The lack of air resistance only means that one doesn't need constant thrust for a constant velocity. If a car could operate in space, you would only need to accelerate to the speed you want and then take your foot off the accelerator completely. One way to think about mass is that it's a resistance to acceleration. So if you have a craft with massive thrusters at the back but the mass is evenly distributed, it will be difficult to turn, and presuming DU will have more realistic physics rather than dogfighting-in-space ala Star Wars, it will be more difficult to decelerate. In comparison, a ship with most of its weight near the back with the thrusters will find it much easier to turn. Deceleration with realistic physics will still be difficult without just placing large thrusters on the front too, though. I think the ideal design will probably be (for a smallish, Millennium Falcon-size ship rather than the Enterprise or Macross) three or so engines at the back, one at the front, and the small mini-thrusters for steering on the four sides.
  17. Eh, I don't really think that kind of thing is necessary. I think, especially from a roleplaying perspective, that it's more fun that shipwide communication isn't just some chat thing, but an actual PA system you would find on a real ship. If the captain wants to relay orders, he shouts over the speakers. If some grunt wants to report an anomaly up to the bridge, he walks and tells his superiors who have a two way relay with the bridge. Some bridge bunny opens a channel, receives the message, and speaks physically to the captain. For organisational or system communications I would have similar restrictions. If you're on a ship requesting landing access in a neutral nation's port, it's the bridge communicating directly to some tower on the ground. Make the relay device too power hungry or resource intensive so that you don't want to build multiple copies on ships. Just like how it's going to be difficult to put FTL drives on anything smaller than a generation ship. Same thing for system to system communications. Possible, but energy expensive. Not the kind of thing you would find on ships bar a capital ship that needs to communicate with other fleets. To be honest, the last example would probably be superseded by Discord. But I think this way, you can restrict regular chat to close range (~25m?) while still enabling in-game long range communication, without immersion breaking concepts such as being able to contact someone halfway across the galaxy with nothing more than a pocket radio.
  18. This, exactly. How much did Star Citizen raise in its campaign? $10 million? Four years later and it's well over $100 million now, on its way to becoming one of the most expensive games ever made. All NQ need to do is get the extra €150,000 for the Kickstarter to be successful, and then spend the next two years showcasing the improvements they're making to the game whilst leaving a Paypal link somewhere on the website. I really doubt CvC combat won't be in the initial launch.
  19. Sounds like a real market honestly. I like the potential for it - NQ don't have to make background noise for markets for example, and a PA system on a ship for issuing commands is really immersive.
  20. It's especially relevant as NQ are aiming for what's high-end today spec wise. So unless you have the equivalent of the GTX 980/1070 and i7 4790K (or higher) by 2018 alt-tabbing will probably take forever.
  21. Off the top of my head, ten inches is almost exactly 0.25m (the linear size of the voxels). So what you're building with is about the smallest DU will be working with at launch.
  22. I mean in a conceptual sense. For those role playing, the centres of the planets are composed of magma (and that's why you can't dig too deep), but in reality the cores are just a boundary 2km below the surface.
  23. Technically they will have magma cores, but you'll never get to them. Just like how on Earth we can't dig too deep because it gets too hot, the same will apply in DU.
  24. The PC Gamer article from a week or so back that was erroneously comparing it (or rather, its campaign and promises to customers) with NMS.
  25. €23,000, apparently. The highest intake so far since the third day when I image a lot of the backers were still coming from here. And the day's not yet done.
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