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About Ripper

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    Novark Citizen

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    Gold Founder
  • Alpha 1

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  1. From what I've seen in the build videos, the core establishes the build grid. So, the way I see it, if you destroy the core, you destroy everything in it. Then NQ could do a limited random drop of parts of the blueprint. If you want the entire ship, you would need to hack the core and take ownership. Then you would be able to salvage all of the elements and voxels. Maybe a high enough level hacker would also be able to hack the core to also provide the LUA scripts. So, a very high level hacker could steal the ship with all the LUA scripts attached.
  2. Ripper

    FPS Combat?

    A hybrid "reticle lock", where you have to aim at a player to keep the lock has been proposed. This would simulate FPS and Starfighter mechanics without the FPS overhead.
  3. Ripper

    Flightmode with HOTAS-Support

    Provide digital and analog inputs in the control unit that can be mapped to the HOTAS. Let the players program it from there.
  4. Ripper

    Floating pieces?

    I believe JC has stated in combat, if pieces were disconnected from the main construct due to an explosion, they would continue to fly with the construct because they were part of the build matrix. I would think this would carry over to building the ship itself. If you built a ship with thrusters on the wings, and then deleted some of the voxels of the wings, the thrusters would continue to hover in place.
  5. Ripper

    Newest DevDiary

    If they can get 1000 alpha testers in one world, building and flying ships from one planet to another, they will absolutely KILL Star Citizen. Can't wait
  6. Ripper

    Ship Shield Mechanics

    I'm a fan of the bubble generator. Different sized generators for different sized bubbles. And overlapping bubbles. I don't have a problem with that, as long as they create enough of a power drain as to require a huge mass of a power plant. A good ship builder will maximize the tools he's given.
  7. Ripper

    LAG free battles

    My understanding is there are two main reasons for lag. 1. Graphics rendering of everything on screen. 2. User bandwidth bottleneck, for transmitting data. I'm not a graphics guy, and I couldn't say how NQ plans to keep rendering under control. However, NQ has indicated that player positional coordinates will be updated on the game client by proximity to the player. This will allow for larger battles. I would ALSO recommend to NQ that if they are already prioritizing players by proximity, then they could also set the highest priority to players who have damaged you, or you have damaged in the past 30 seconds. Possibly prioritizing the player that is also in your cross hairs. A second aspect of network bandwidth that concerns me is all of the uniquely created models. If players are cranking out thousands of models a day, then those models will need to be downloaded to each client PC. We know we don't have to download the models until we get within range of them, but consider flying into a new city on a planet you haven't visited recently. There would be a HUGE amount of models that need to be updated. I can't speak for the file size of each model, but I would guess it could impact performance. We will just have to wait and see.
  8. Sorry, Your initial post made some assumptions that suggested you thought market bots had a FINITE amount of resources to work with. This isn't the case. I do agree with you that there should probably needs to be a mechanism to regenerate resources that are depleted from high traffic areas. I like the asteroid idea.
  9. At this point, the only "bots" confirmed in the game are "Market Bots". This will allow NovaQuark to control the economy by adjusting the supply of materials. They can sell materials to increase the supply of that material in the market, thereby lowering the price due to supply and demand. They can also purchase materials in order to decrease the supply and thereby increase the price. The bots don't have to mine or stockpile materials. They have an infinite supply of each. Novaquark just has to set a price range for each material, and the bots will handle the rest. If the price of a material exceeds NQ's limits, the bots will adjust the price and supply as needed. Otherwise, if the price is within NQ's range, all transactions would be performed by players, and the price will fluctuate based upon player demand.
  10. Ripper

    April 2017 DevDiary

    Nothing official, but my guess is, if you blow the core you blow the build grid and RDMS ownership. So most likely the entire construct is lost in a spectacular explosion with a voxel/element loot drop from the list of vowels and elements that comprised the construct.
  11. Ripper

    April 2017 DevDiary

    There hasnt been any discussion on the center of mass. It could be related to the core unit and build grid.
  12. Ripper

    Orbital Mechanics

  13. Ripper

    Orbital Mechanics

    Do you really think insults help with your argument?
  14. Ripper

    Orbital Mechanics

    Im not trolling. Any rational reader can see that your arguement doesnt hold any weight, so you resort to ad hominem attacks.
  15. Ripper

    Orbital Mechanics

    And SINCE NQ hasnt finalized scale or speeds, they can set acceleration and deceleration at whatever rate they like.