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Vandal_Noire

Alpha Tester
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Posts posted by Vandal_Noire

  1. So I just got done listening to the newest podcast and I am super excited whats detailed there but I do have a few questions for clarity That Id like to spark a conversation about. In the podcast it talks about warp cores which seem pretty awesome and straightforward until a point where it was stated only planets and or large stations can have a beacon which I would like clarification on or argue against. I understand that these beacons in a lore/gameplay requirement sense need to be rare and thats fine, however I do object to them being limited to planets and large space cores, and would suggest that they also be available to large dynamic cores as well. Let me set an example for you Corp/Org Bob is at war with Org Steve and their scouts have just discovered Steves Orbital Station over another planet. The ship that discovered Steve Station is a large Ship, has war capability ect. It seems in the current iteration of warp capabilities they have a few very limited options. 1) Book mark their location, go home and assemble a fleet to slow boat back to assault Steve station (time consuming and gives Steve time to recognize the jig is up and either scramble to tear down the station and move it or get a fleet together to repulse the inevitable attack). 2) Deploy a Static Space core and quickly assemble a warp beacon of their own which bring up that they have to always have the materials on hand to do this which is a lot of valuable high tier kit that needs to be available on these scout ships of Bobs for the off chance that they find an attack target.

     

    What I would like to see is Bobs large framed scout be able to come to relative 0 speed and turn on a beacon and be able to call in their fleet. Of course this might already be the case in which case im just barking at squirrels.

  2. The number of planets is unlimited. As I understand it, a planet will be procedurally generated as the first player approaches it. It will be procedurally reproduced whenever needed. Any changes made by players will be stored and applied each time the planet is generated.

     

    But, unlike NMS, expanding to a new system is very expensive, so systems will get pretty well developed before the next one gets started.

    Wrongo Bongo Banana Nose (btw that terms is reserved ONLY for you Daph)!!! In the recent dev diary NQ stated that the planetary system was proportionally the size of our own and stated that the size of the galaxy would not be expansive in quantity but rather in size which I took to mean that, like our own current planet Orgs may own state or nation sized swathes of land but each org having its own planet not realistic.

  3. Sorry to keep arguing with you :), but SC has been pretty clear that they will stop selling ships for money before beta ends. Expected price for the game is $60. I don't think they plan a subscription fee (but less sure of that).

    Wrongo Bongo Banana Nose, there will be expansion costs for SQ42. The PU will continue to be free but they will have expansion campaigns to make money off of, think the expansions to ESO, Guild Wars 2 ect.

     

    Also its good to see ya here Daph.

  4. You guys are probably flipping out over nothing. Anyone remember Star Citizen...which now has $150 million in pledges....up until a week before KS ended it looked like they might not get it, then the last week it was a sky rocket up. They are at 400k or 561k, they have 16 days to go, im thinking they will be fine.

  5. So I was playing Space Engineers last night because there is a forum thread "Show us your skills" or something like that where I wanted to build some ships for, and I got to thinking about skills in a game like this. I was building using light armor blocks and got to thinking  that it might be kind of cool if material types (ie wood, copper, iron, steel, titanium, adamantium) were useable based on skill level and blue prints that you purchase would change attributes based on your skill level to build them.

     

    An example would be I buy a blue print from Yama and Yama is a master shipwright, he builds in Adamantium, so his ships are lightweight and tough as nails. I on the other hand and still using steel. I can build his blue prints, but in steel. My ship will be slower because its using steel and not as tough. Also If Yama has some advanced aeronautics in there I may have to purchase pre-made systems or use downgraded ones I have the ability to make, so in this example Yama has a Stealthy fighter able to take a hit and out run everything whilst I have a clunky slow ship that pretty much broadcasts its location to any sensors out there. Both ships may look the same but based on my skill level my ship is...functional but not desirable.

     

    I think this would be a good thing because, in SWG (Star Wars Galaxies) people knew who built the best guns, ships armor ect and it would be cool to see a line into "Yama Dynamics Foundry" of people just waiting to purchase the new Yamamoto Kamikaze Fighter actually built by him but, for the budget strapped the ability o buy BPC's and craft their own though perhaps not with the quality of what Yama makes.

  6. Actually I would argue that ingame money does not have a real value. Because you cant take money out of the system.

     

    It will have an equivalent value but not a direct value.

     

    Unless you sell DAC earned ingame on 3rd party websites you cant take money out of the game. But that is a buyer beware situation.

     

    Then again DAC is good for 30 days of game time so it has that value.

     

    Hmmmm....

    Id disagree with you 1 DAC is worth $14.99 or something akin to that, which mean buying one from someone in game puts $14.99 in the pocket of the person who purchased one with in game currency  because in essence the person they purchased it from has paid their sub for that month.

  7. I think the best example of the ingame economy, long term, may be Eve Online. DAC's worth will fluctuate based on supply and demand and as to your example of Wurm there MAY be a parallel in that 1 DAC is worth $14.99 or whatever the monthly sub is but can perhaps be broken down into credits in game. If this is the case than 1 DAC, worth say 500k , makes 500k in game currency worth $14.99 to a person selling their DAC in game to another player. The issue I run into is that for early subscribers DAC will have a significantly lower value than later subscribers making the early adoption of the game an ingame monetary lose.

  8. Not sure if its been said yet...cuz reading other peoples posts is for sissies, but what about this.

    Sell naming rights Pre-Alpha but post KS end. We know that while the KS may be successful, 500K dosent go very far, hell I make 50k a year and im sure they have more than 10 employees that do jobs that earn more than me. What I would propose is selling "Name Tokens" for $100 USD on the site post KS with the caveat that the dev's have a final Okay on all names.

     

    Pretty much you pay $100 and you get a token to submit lets say 5 names. The Token is only good for 1 name and you put them in order of what you want to name a planet the most but have alternatives so NQ can have options. This allows players to name planets...but also NQ the option to not have a planet called "Cocktopia" because lets face it if you spend $100 just to have a name in game your probably not going to submit a name like that.

     

    Finally, NQ would reserve the right to simply refund your money and say no if all the names are inappropriate.

  9. And this is exactly why I'm glad ship crashing won't be a thing...

    Has it been confirmed that there will be no way to crash your kilometer long ship into a cityscape, that some how the engines will stop before the ship can intersect with something else?

  10.  its a really complicated system that does not add much value to the game.

     

     I would have to respectfully disagree with you that it adds little value. Imagine if you will that you are in a large capital ship v capital ship battle, losing engineers and pilots and all that jazz to the void is a huge deal and forcing your enemy to lose vital crew in such a manner is also a huge deal.

  11. The worst case scenarios I have in mind are simple: You spend months or years to build large cities only for someone to vaporize them or large parts in an instant. Even if creating them takes time and whatnot, the balance would still be somewhat off if you secretly tailor away in your base and then deliver them to a city and collaborative effort to vaporize it in an instant.

     

    Well this could be done even without a nuke...kamikaze a large ship into a city...that space station they show in the tech demo for instance, and same effect.

  12. Seeing as there will be little to nothing in the way of player created things to start with it is of very little concern. If you think from a lore standpoint...and this is my first post here and im still learning about the game, then it wouldn't make sense that we would have access to if we are arriving on the Ark(?). It would make sense that the intital powers that be are keeping pointy sharp things to those who they trust not to run around with scissors and poke people.

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