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Omfgreenhair

Alpha Tester
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Everything posted by Omfgreenhair

  1. hurry up damn public transport! I need to get home and buybuybuy!
  2. Gorillians of light years away from home and the flat-whateverworld is still a thing. I want a refund of my passenger ticket.
  3. Still could use some or any survival element. Otherwise we're just bots, flinging tech magic powered by nothing. Don't call a game hard if the only challenge is being social with others and achieving flight. A grind is not a challenge. Having enough power in your suit to do your quantum voodoo, is a challenge.
  4. a voice system like in Planetside 2 wouldn't be too crazy.
  5. alonely lonesome loner. But fret not! The internet is full of people, like You. Also, I hear the price of Russian/Ukrainian brides is dropping.
  6. this, I like this. That's the mentality of these developers and it resonates in their game and also some of the community. I love it and why, of all other games out there as ambitious, I strongly believe it's worth every penny I can invest.
  7. looking forward to when it does, though. Didn't have the financial assets to purchase the gold thingy, but now that I do I can't. That's an old unfortunate situation. So I hope I get another shot at gold.
  8. The stories. The ones about corporate espionage. The ones about battles between corps. The ones about deep Space Exploration. But mostly to see how this microcosm grows. I hope any form of consumption is implemented, because that will have massive changes.
  9. I would argue "yes, but due to power drain on a construction grid you can only have a limited few" because I don't need to tell anyone who's played Empyrion pvp what the consequences are if you don't.
  10. I was personally thinking that "energy" is the basic need to create anything. There for it would make more sense (especially with the hand tool thingy) to have a battery that needs filling depending on how intensive you do your tasks. From there on you can either fill up at a recharge point or consume items to turn them in energy. Once that's in place, one can by all means of imagination have different consumables form different buffs. it's not a bother, it only provides an mmo more variation in professions. Remember that key elements to joy in a civilization are food, music and play. We have two of those covered in this game. Food can be translated in game mechanics as "energy", anything beyond that is purely RP and/or buff purposed.
  11. Eternal, please. Muh brain! I'll stick to railguns and self-guided projectiles. Although short range lasers are absolute lethal, my choice is excellent for sniping and forcing my opponent into the line of rail-fire.
  12. Sounds good, not easy to balance, but not impossible either.
  13. whenever someone on the internet says "I did the math", actual math-junkies come out the woodwork and will look at it with a microscope. I think the conclusion of this thread would be that despite finite resources, we don't have to worry that the planet is going to run dry of resources anytime soon.
  14. I admit, it was a weak counter argument on my part because I haven't found a good reason why this tech can't be rigged on something bigger. If we're talking talking capacity, then you do have a point. A rig could house more cargo capacity. Didn't I see the possibility to have a self programmed drone follow you around in one of these LUA videos? This could solve that problem. Only thing I could think of that a rig with mining equipment has benefits is if the mining equipment harvests a higher quantity/quality.
  15. A hand that can dematerialize matter and rematerialize in various objects and vectored shapes. And you want to use a good old drill. Which sounds more developed? Well I guess if you mean to put that same dematerializing tech on a bigger rig, I guess that's arguably possible. But I'm sure that due some nanite-excuse it can't. Back to a previously named new-guy issue, regarding the variety of jobs. I've before laid out what the various phases are for a new society. Based on that analysis I'm confident we need not to worry about the new guy from an NQ perspective. Only from a community perspective. As a community we are in the perfect position to, based on the basic needs for a player, write a base-law describing the basic-player-rights. For example, the ruling organizations could agree on a law that says "an affordable start in a free area" could be a basic law. Of course that is just a spitball example, because it's all big time speculation untill release. But we're competent enough to eventually create our own solution to any social issue WITHOUT the hand of NQ. EDIT: Let me add to that statement that we are also going to encounter situations that can be used as exploits, the sort that could be of bad influence on new players. It would, of course be in every org's best interest to prevent this. Whatever is healthy to the community, to keep this society running is what will be sacred... And a healthy new guy is a great part of this. Ergo again, trust the community to handle the new guy.
  16. What's with everyone fleeing the ark-zone, though? Friendly reminder that building a ship won't be this easy on release and most of all your spot of land, if it's inside the safe zone, might well be swallowed up at some point due to organisations or neighbores who setup shop next door. And if you're out in the wild, you're free game. Might as well join a corp/org and have a comfy comunity.
  17. This, right here. Although, automation or not, this is a faith bound to happen eventually. As I see it, we got three phases. Phase 1, pioneer era. This era is the closed Alpha up to open Beta part, where we explore the direct area around spawn and setup camp. Eventually around the full release of the game Phase 2 kicks in. Phase 2, colonization era. Creation of living areas inside orginisation controlled sectors, build permits, clean up of phallus objects and ugly square abandoned bases. At this point most of the resources in the direct enviroment of the spawn will have been picked clean of resources. Phase 3, industrialization and expansion The era after the first year of game release is likely when, if new players spawn, they either have to travel on foot or take a public transport (setup probably by carebear organisations) to transport you to outside the city area where folks can go pioneer on their own or perhaps stay in town to find an org to join for mining operations to earn a quick buck. So yeah, during the end of the second and all through the third phase the experience and expectations are different for new player than for the first phase boiiz and grills. This isn't unfair or boring for new players. In fact I think it's a trip if you consider that you spawn in a virtual city completely build by hand and by people who came before you, as a form of inspiration of what you can do outside there. Now not to deviate too much from the main topic Automating, I guess the game is too early in development yet to judge what type of automatation is good or bad. Also we don't have to worry about the new guy. It would be in the community's best interest to take good care of the new guy to keep the game alive. Again, trust the community to take care of these things. The new guy who arrives one year after release won't know what'll hit him *grin*.
  18. That might be a little discouraging. It wouldn't make much sense in a SciFi esque game to do a lot of manual labor. Automation in the refining process would have a logical place in the order of things. It could be immersion breaking to not to.
  19. lets say I watch the videos again, painstakingly (I'm insane enough to do so) gather size references of the hardware displayed, create an overal size reference sheet and post that... I won't violate any rules?
  20. Our questions pretty much align on this part though because if something like this is implemented, I can actually program/build an ingame jukebox. People pop in a few credits and a song starts playing, or genre. Song/genre only starts playing after the current playing song is finished. something along the lines of checking current play status, then proceed to queue a marker at the end of the song that refers to purchased song. Having a jukebox like that can be implemented in all manner of social locations, a.e. bars, saloons, recreation halls aboard large ships or stations.
  21. Hey fellas, I'm going crazy. When I tried to get Gold membership I found out I'm too late. Just when I got my birthday money and extra overtime payment, which I was planning on throwing it at DU. So while I'm nailbiting before I can jump in and get to know the brave new world, I was thinking about designing public usable buildings that actually have merrit. I need some referential material before I get to start designing, though! Mainly the following: - size of cargo containers - size of power generators - the ability of implementing sound files - size of foundries (or furnaces) Been looking through concept art and videos, but man, there's little info to be precise. Any idea? The jist of public building (a.e. hotels, market places, hangers and cargo-lockers) is that they aim at player's needs. There's no need for a kitchen, but there is need to stow your cargo and log out safely or park your vehicle without getting it boxed in and released at ransom. These are the beginnings of city elements and I want to contribute. So help me with some referential materials and thoughts, please!
  22. Trying to sign up for a large org right now, am already designing different tiers of ore processing facilities. Currently also designing a "hotel", which might be a good start to begin building a city enviorment near the starting point. Still have to find out more about restrictions and how to program monitors.
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