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Cavadus

Alpha Tester
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Posts posted by Cavadus

  1. You mention Rhyldan...

    I assume you guys were once active over there as were we (Vulture Corporation).

    They did not throw the game away!  The company behind HeroEngine broke their agreement with the Repop devs forcing the devs to drop the HeroEngine entirely.

     

    They are currently rebuilding the game in Unreal Engine 4.  First alpha build is due out Q4 this year.  The little survival sandbox they have out, Fragmented, is a tech demo from which the MMO will eventually branch off of.

  2. Just an FYI but if you had issues registering an account on our website previously we detected an issue that was being caused by our spam monitoring service which caused the registration page to get stuck in a loop.

    We have since rectified the issue and registrations are working without a hitch.  We do apologize to any potential members who wanted to join but were unable :(

  3. It wouldn't be enough to have mechanical elements, if you want an exosuit you'd also need something like this:

     

    Not sure I really follow.  That's just sticking plates on a character.  I'm not talking about medieval suits here, I'm talking about fully powered exoskeletons and larger.  They're people shaped vehicles, not fantasy medieval armor.

     

    Have you played Fallout 4?  When I say exoskeletons and powered armor that's what I'm talking about.  They're a completely separate entity from the player's avatar.

  4. It's a 200+ player server that regularly sees over 100 online simultaneously.

    We've had some MASSIVE battles over the past few days.  As Imperials, we setup an unarmed embassy on Courscant.  The major Imperial guild, which includes the player who acts as the emperor, apparently took offense to that and decided to go after us.  We've had two large battles with them so far, them on the offensive and us on the defensive, and in the first battle they suffered huge ship losses but just kept coming.  We ended up evacuating the planet and the Republic faction took us in for the moment.  Apparently this Imperial faction regularly turns on fellow Imperials.

    The next day they came to Republic space and tried to hit us again.  We lost a few ships but our defenses held and we inflicted huge losses on them again.  We just finished building AA batteries back up, bigger and better than before, and are currently working on getting our fleet back up as we lost all ships aside from our smaller day-to-day shuttles.

    Even though we've been on the receiving end and have suffered a faction alliance betrayal it's been A LOT of fun and we've put together a coalition of Republic factions to strike back.  Things should get very interesting soon :)

  5. @Cavadus: We plan to have different propulsor categories: atmospheric propulsors and space propulsors.

    So making jetpacks to move in an atmospheric context and MMU to move in space would make sense.

    I'll transmit this suggestion to the devs :)

     

    Best regards,

    Nyzaltar.

    Nifty, thanks for the reply.

  6. Realistic distances between star systems would necessitate jump drives or star gates.

    Since it's all completely fictional, no, nothing requires anything.

     

    I can make up the fact that warp drives can move ships at thousands of times the speed of light and now I'm right.

     

    Anyways, the point I'm making here is that all of this completely fabricated so no one can say anything is or isn't required.

     

    I just prefer getting ships up to speed and having some travel time aboard them. Gates seem like a cop out. Plus they'll become huge points of PvP contention where jerks will camp and everyone else gets obliterated unless they concoct some reason to prevent PvP around them but then how do you destroy one?

     

    Anyways, just give us really dope Alcubierre drives.

  7. It's just that MMUs are directional thrusters with propulsion strengths calibrated to zero G.  That is to say, very light and precise thrust.  Jetpacks actually have to fight gravity which means way more thrust, way more energy, and way less precision.

    Of course it's all future-pretend-science-fiction so NovaQuark could simply hand wave it if they wanted to.  I'm not passionate about it either way.

  8. Not rally sure how we can have a legitimate cockpit view but not have twitch aiming.  That seems rather contrived.  I certainly hope something as antiquated as tab-targeting, or some variant thereof, is not a serious option.

    It would completely kill my interest in this title if true.

    EDIT:  I hope it goes without saying but I'm not talking about automated turrets and the like.

     

    EDITx2:  Ummm, I'm seeing a lot of bad information spread in this thread.  FPS targeting =/= client side anything.  It could, sure, but RPG targeting can be client-to-client as well.

    The fact of the matter is that any and all competitive multiplayer games have game servers verify virtually everything clients attempt to do and that's because clients lie.  A really good example of how to do things horribly is Tom Clancy's The Division (on PC).  They have no server-side checks of clients' packets and as a result the competitive multiplayer areas are dominated by hackers.

     

    This is why there anti-cheat programs and why solid multiplayer games have the game servers verify every bit of data any and all clients send.  The simulated targeted method has nothing to do with that.  The distinction here is that manual FPS targeting requires the verification of (usually) more data.  That's it.

    But for anyone in this thread to proclaim that all FPS targeting is client-to-client is ignorant or purposefully spreading false info.  Seriously, multiplayer architecture 101 here.

     

    Here's a link a server engineer destroying the network model used by Ubisoft in Tom Clancy's The Division.

  9. I hope there's a delineation between stuff like the MMU and atmospheric jetpacks.  It kinda bugs that in all of these games you essentially get a dual-purpose pack.

     

    Make us wear appropriate gear for the occasion.  DU stands to be the only game in its genre which could have decent avatar customization; I hope NovaQuark doesn't overlook that.

  10. Implementing voip is waste of time imho. Most people never use in game voip. They use ts, mumble or discord...

    Clearly you've never played games like DayZ, Rust, ARK, Miscreated, ArmA 3, et cetera.  VOIP can be essential in resolving a situation quickly before shots are fired.

     

    This is going to be a heavily PvP-based game.  VOIP is essential.  Will need local, common commo freqs for ship-to-ship hailing and ground contact, et cetera.

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