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Alpha Tester
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About Wallfacer

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    Novark Citizen

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    IOWA (IA)
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    Sweet, sweet revenge.
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    Gold Founder
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  1. discordauth:F89Mr4AMiFete7V8o5U6g9MvRXsHl9af-e-yt1L1VdY=

  2. I heard that clouds will be handled in the cloud. Pretty sure that means the Amazon, so expect rain.
  3. There already is a small crater where the arkship landed. You can't mine in the safezone anyway.
  4. As an idle passenger? I can see transport. I guess I can see large multi-crew ships working well as war/transport ships as people will always want to explore/mine varying worlds and would like a safe way to and from outposts.
  5. Like you said, it's a game. How many players really want to sit idle for hours in a ship? I can actually see it working, in the sense that large multi-crew ships can sit at a space station waiting to be called into action for large scale conflicts. But it's a tough balance to make, because the conflicts need to start with solo ships, and as long as 5 ships can match the firepower of a 5 crew ship, the 5 solo ships will always have a big advantage.
  6. I just don't see 29 people wanting to sit idle in a ship that may or may not engage in a fight or be trapped in a ship for long time for 5 minutes of action. Hopefully there is someway to remote into turrets if you really need a person per turret.
  7. More seriously though, I think the idea of having a dynamic core unit is that anybody in a dynamic unit will be bound to the unit if they are logged off (intentionally or otherwise). I'm not sure a bed unit is actually a good fix to the problem you foresee. What if I'm inside a large ship flying across space (so not bound the cockpit or anything like that) and my cat turns off my router so I am accidentally logged off. Do I reappear in space or in the dynamic unit? What if I'm not even authorized to use the unit, I'm just a passanger? On the other hand, what if I lo
  8. I've been playing ED on the Rift. I can't imagine playing it any other way; without VR immersion I feel like ED would get very old very fast. I really hope they implement VR support in DU. It's getting hard for me to play non-VR games.
  9. In space, you don't have to deal with air. The best design, from an efficiency standpoint, will be to maximize interior space with as little weight as possible. Very different from vehicles meant to travel through an atmosphere. So the best design really would be a box -- like a skyscraper in space. It would be neat if the game simulated atmosphere so that it would make sense to design aerodynamic ships for atmosphere and boxy ships for space, but I don't see how that will be possible with current computing/network capacity.
  10. The cause for historical land battles is the scarcity of land due mostly to the limits of transportation. Here there will be a lot of space and relatively fast transportation. Defeating a territory will take time and resources, and so groups will only do it if it's worth the time and expense. I doubt it will often be worth it just to hold the land; it will likely be done to raid what is in the territory. For this reason, I think most stockpiles of resources by small groups will be kept in safezones with territories being used to safely mine and gather small amounts to transfer to safe z
  11. As a MMO, the game has to be accessible to a large number of people throughout the life of the game while at the same time have replayability. If flying mechanics are too complicated, it will never be accessible to a large number of people. In my opinion, NQ has attempted to strike the perfect balance here. You build a ship with elements and the game will autoconfigure it; yet, players can get into the code to specialize and add efficiency. The system is accessible while having plenty of replay value in terms of configuring new ships. Any kind of mass mining will eventually make the
  12. I would hope that the players login position would be fixed to the construct when you log off so that you login into the same position within the construct. NQ has hinted that FTL could still take days, weeks, or months to reach other systems and so the player would need to be able to logoff in transit and be able to log back into the construct later in the flight (or upon arrival). I'm excited about the potential pirating, stowaway strategies this could create. For example, I am hoping I can send a character to into a neutral or enemy construct when it is unguarded and log off if I k
  13. Yes, but I was assuming all calculations would be handled client side. The server would only transmit one string (weapon used, location of shooter and target), then receive updated information of the damage (which needs to be done anyway). Also, this would only be needed for long range weapons. I would also assume a good deal of short range combat would be with lasers.
  14. To further explain, my understanding is that once a shot is locked and fired an algorithm will calculate what damage is done. So if there is a shot the system will calculate things such as weapon fired, structure hit, distances, and result in specific damage from zero to the maximum damage depending on the luck of roll (somewhat random chosen value within the range). Once the shot is fired; it's just math. How I see this working, ideally, is that a firing ships client sends a string through the server that a shot has been locked and fired. The string could include the location of the
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