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norab7

Alpha Tester
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Everything posted by norab7

  1. - While there could be some hidden reasons, do you consider the fact to find blueprints by this manner ok? or do you find it a bit "too convenient" (lore-wise)? No, this gives explorers something to explore for. So far reading what I've been through there isn't anything concrete that the explorers are aiming to find, other than better locations and materials and maybe the potential arksite. Maybe, as some people have said change it from a simple 'click to get' interaction to a more meaning full one, maybe a puzzle or labyrinth that you need to traverse in order to get it, could be something like the 'cave of wonders' in aladin.. You can enter into the cave but if you make the wrong mistake you risk losing everything. Some caves could be guarded by traps and the like.. so you would end up being indiana jones. Just finding new things on the surface of the planet and clicking to get is very convenient, i want to work for my food.. - For the time being, items made in kyrium are meant to be indestructible. Is it fine from your point of view? or do you think this could be an issue? Not if you do it correctly.. having ships out in space in indestructible parts would give a unfair advantage to the people with them, how do you stop a ship that can't be stopped?... Maybe something where you restrict the use of them or their abilities... They might not be able to be damaged, but you can shut them off with EMP's or some hacking technologies that they would be susceptible too more so than standard destructible parts, so they are still beatable but they are not destroyable. Gives another level of combat i suppose thinking of it that way as you would need to have a battle plan to get around these parts. The other idea i thought of was to have them on territories only. If you attack a territory you need to capture or destroy the territory unit so stop them, or deactivate them. maybe incorporate the above idea also, where they are vulnerable to only certain type of attack that deactivate them temporarily.. Then you can better defend your territory but are not 100% invincible, where if you can't beat them.. how do you beat them ? - We want to make rewards earned this way very special and unique (not something that you can mine or buy to a NPC). Do you have some other ideas on the subject? I think this is awesome, but like someone else mentioned, you should have levels of special, or depending on how frequent these are to find (if you only explore) you could have some of them give you almost nothing too.. Finding things should be fun and give you a desire to do it again and again.. other games don't manage to pull this off and people don't really continue to explore (unless the game is about exploring and finding items, thinking of DayZ style poop).. Incorporating the first idea, you could have the special and uniqueness relate to how difficult the cave/dungeon where the items are located is to complete. The easy caves to find and clear will give you simple items, where others that might require several people to complete (maybe not several, i like being able to explore solo) will give you the best types of items and the more rare unique ones. other than that, if you didn't change anything from what's already posted about this, i still would not be unhappy about it. I like exploring to find things, and this gives the option to do just that. nora,
  2. norab7

    Moving a planet

    Not that i'm picking at your ideas or anything, but wouldn't your engines give zero momentum as it's jumping the object not moving it?... it would just jump inside another object rather than crash into it traditionally?... Could be an interesting weapon style that actually... But then again would it crash into it.. your SoC would mean you'd just pick up more and more items at the edge of the SoC and they would never hit you because you'd jump them along with your ship.... basically just forming a tunnel through another object.... I like this as a weapon type now more than a FTL method...
  3. Why would they be limited though?.. With hundreds of thousands of people playing i don't see why there would be a limit of any item.. Everyone who's selling items will always try to sell the best item they can, or what's the point in selling it?. no one will by a sub-par item unless they don't have the money for a more expensive item... Take WoW (poor example i know)... the supposedly really difficult items that were 'best in game' are just in abundance all over the auction houses, i could log in now and equip myself with the top end gear and not have to worry about supply, if i have the cash.. Anyway.. this market supply and limitations is beside the original point of the topic.. it was to consider the act of research and developing better items and a method on how to do that...
  4. I just spent a little time with google and looking at what might happen as i wasn't sure myself.. and the general answer i could find was that they would combine into a single alcubierre bubble and alter each ships vector to that of the combine vector of both ships for a moment.. Nothing i found explained what would then happen to the ships, if they would see each other or contact each other, however i found a small section that reference star trek and a asteroid that entered the bubble (somehow because the ship was also moving relative to its position inside the bubble and the bubble had to move also or something).. But the asteroid entered the bubble and would have destroyed the enterprise if they didn't do something about it... it didn't explain what happened to the asteroid but said that it would have destroyed the ship... I'm thinking the combined bubble and the asteroid example would mean that yes, the ships do slip through space and any interaction with planets or asteroids ect would be irrelevant but interacting with another alcubierre bubble would combine them together and you'd be inside each others bubble and have to either leave it or fight the other person for control of it, otherwise you would just travel along the combined vector.. If that makes sense.. Interesting read though.. my earlier statement is still correct but it would only be other bubbles that would effect your ship and not 'non-bubbles'
  5. If there is not randomness to it then everyone will eventually be selling the exact same stuff and the only competition would be market value of the item itself, people with the most money would win as they would just buy all the less valuable identical items and put them back on at a higher price controlling the market of that item.. Well maybe not quite that, but it's a possibility.. including RNG (even though i'm not a far of RNG myself either) would give a unique-ness to the items, and a failure chance that you might not get the stats you want. Uniqueness gives different items and a larger market.. Also, without RNG i would probably say people would have a 'Best Item' to aim for, as you can just make it without without requiring effort... like a recipe.. you put in X Materials and you get out Y Item with exactly the same stats every time.. Maybe i'm just being a little picky.. but i do think RNG does have some value when it's used correctly
  6. What if i'm not on a personal computer and such and can't just download it? It's only a suggestion at the end of the day, if they choose to do anything with it it's up to them, I don't think it would be that resource heavy just to link SoundCloud with the websites or something simple like that. We are here arguing the small details that may or may not even happen, and i'm sure theres countless way to do it.. But it's up to the Devs at the end of the day.. I'm just hopeful
  7. norab7

    Moving a planet

    Doesn't your engine just jump very small distances at once though?.. so wouldn't it just stop dead if you stopped applying power ?
  8. True, I understand what you mean. But what would you say about a planet base Stargate event that happens on Alioth to connect Alioth to another 'found' arksite? So both ends are PvE but are not controlled by any organisation, simply expanding the Arksite from Alioth to include the new world also... I think something will need to be done like this eventually because a year, 2 years after launch, how much of Alioth is going to be open for new people to claim and play in? If it connects NPC Arksites together it would simply expand the area new players can play in. Trade routes will always change, as that is the idea of the game to have emergent gameplay (or however it's spelt).. player decide everything.. and trade routes and the like will not be safe forever, regardless of who you are...
  9. Doesn't the Alcubierre drive only shrink and expand space in the front of and behind the ship creating a pull push effect on the object, the object is still there and still travels and is still in motion, but due to the shrink and expansion of space it gets around the issue of 'faster than light' because it's manipulating space not the object ? If two ships using this method were to collide I think it would be no different than a standard crash as they are still there and moving, just from the outside moving FTL.
  10. There is little information about them, but they could be built inside a arkified territory. so preventing PvP, if the stargate was not protected i'd fear for the life of my ship... and probably not use it just incase, like you say, someones sitting camping it.
  11. I like to think that people will group together and set aside their differences to make it a joint effort to get a working stargate up and running, You could have a public space port on either end of the stargate too, chance to have the markets linked together
  12. norab7

    Moving a planet

    But then if you don't want someone to move the planet... You can go to war with them and stop them Moving a planet could just be that expensive that it would need to be a global scale event that the entire planets population would need to help with, any single organisation or empire would never be able to afford the construction of the device to move the planet..
  13. Early stages only i'm totaly for it.. Maybe create a teamspeak server for the alpha team members to talk through the game when they test it and have a NQ-Admin there listening and jotting down concerns and idea they have during. I was involved in the 'very-closed' alpha for 'For Honor' a little while ago and they did something like that... I think, can't remember now though. Good way to get instant feedback from the alpha-testers is to ask them questions while they are actually playing the game.. because i don't care how good your memory is, being asked about something your are currently doing is much better than having to remember it an hour down the line..
  14. This.... All of this... I need add nothing to it, as it is exactly my thoughts as well..
  15. Why would it cause any more effort for any visitor? If you don't want the music, don't click play. If you do want the music you are always more than welcome to click play and keep that one tab open as a music tab and ignore the play button on other pages. Just have a single page open with the music, removing the issue of continuity and leaving it down to user choice whether or not they want music. You're thinking overly complicated about a simple "click for music" button. It wouldn't auto-start and wouldn't be in a intrusive position, it would simply just be a play, stop, forward/backward and volume control music system, nothing fancy. You might only need it on the main forums page, other pages you could probably do without it as having the one tab open idea, you could just have the main tab open all the time.. But again, that's just if the user wants it.. if they don't want it then technically nothing changes for them to how the website works now.
  16. That sounds like a good lore to put behind the engines and how FTL is possible.. I just can't see the difference between your idea and a standard 'non-jumping' FTL device. In the game world they will all just move from pointA to pointB at a speed relevant to energy output, more energy = more speed and the faster you get from pointA to pointB. However one point i thought about during your idea was.. What if I have a ship with nothing but 'energy' attached and this FTL drive.. If i can make the SoD big enough would i start to see stutter while flying?.. as my second sphere is now big enough to have a noticeable 'jump' everytime.. Then what about larger ships that would have a ridiculous amount of surplus energy that's usually used for weapons but during no combat could be applied to the FTL.. would they not have a similar issue? What happens if I'm outside my ship but still inside the SoC ? What happens if i'm attacking someone else's ship and breach their SoC with my front end, and my backend is still outside the SoC/SoD?
  17. Why not incorporate both ideas into a single one?.. You research a item and it's increase in performance by a number based off of your 'research skill' with slight inaccuracies giving the whole RNG aspect to the amount the item will increase by. Higher the research skill the higher range of increase you can have, but you can only research something once. So it would be like an improved version of the base item. You could go back an research the same item again once you have a higher level in research to increase it a little more, but because of the RNG you may need to do this several times before you get that type of states you want. However any research would need to have a balancing effect, because I don't like the idea that people who spend time researching are going to have OP items, without any restrictions to them. You could have them increase in weight, or power usage, or size ect... So there would be a reason 'not' to research them all to max. If you have a small ship you don't want big heavy weapons because your manoeuvrability would decrease, and your target size would be bigger ect.. You could 'choose research increase'.. so if you have a research skill of say '100' you can decrease the skill you apply to researching to '50' and the increase wouldn't be so much reducing the balancing effect that increases weight, size or power... This would make it a balancing act on what stats you want vs. the counter-balance stats you don't want..
  18. I haven't seen anything to do with wheels and the small information I've seen around the forum says there might not be any (No 100% on that so do quote it)... However, I have read a DevBlog that stats engines and all 'elements' will work based on their own position and stats, so if you have 3 thrusts on the front end of a ship it will only lift the front end and the back will do nothing as there is no thrusters there. or if your in space you will spiinnn.. (right round baby right round). This will be the same for all the 'elements' that you put on. If I can find it in my travels i'll link the post to you
  19. You keep mentioning 'if they want it to be a success' but I think it's going to be a success regardless... I understand what your saying about adding a level of research to the game and the player made elements and such, I just think over-complicating the game too much would have a negative effect on it rather than a positive.
  20. norab7

    Moving a planet

    Why thought?.. if you are on the planet you could not even notice it, you would be attached to the planet and the planet would act as it's own entity including all the players on it, it would not update or change for all the players on the planet.. If you have the planet based around a set of co-ordinates why can you not just manipulate the outward appearance of the planet when you are observing it from afar ?.. I understand that it wouldn't be an easy thing to do but i don't think it would be impossible..
  21. I'm perfectly happy with you bringing a gun to a spaceship fight..
  22. 'Realistic'... Remember at the end of the day this is a game, distances and speeds are irrelevant to what the devs want to do. You can cheat movement in a game, you can't in reality..
  23. I feel this is both a good and bad idea.. That issues of balancing a system where you can't control what's being made i think sound like a huge hurdle to get over. If it can be balanced and made fair without to much trouble go for it... But when do you stop going down levels, a game that's to complicated to play (or play at the level of expert builders) will not be fun for the people who don't have time to play it all the time... A game with over complicated system will give a advantage to the people who can understand and work out the complexity of the system..
  24. norab7

    Moving a planet

    Isn't the earth in the path of a quasar or neutron star explosion or something before the 10,000 year sleep on the arkship?.. so it's assumed and a given that the earth is no more i think
  25. norab7

    Moving a planet

    I'm hoping that the big blob of people is in the lore.. otherwise i'm just going to have to imagine thats what's happened....
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