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mrjacobean

Alpha Team Vanguard
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Everything posted by mrjacobean

  1. I see that he could be a control freak, but I don't see anything directly hostile about him. Do you have any quotes/links?
  2. Because you really don't care. Some people are aware of the perils of warp travel, but don't care for the consequences. Also, whilst you may choose not to go A to B, others will. Depends on the technique used. You can either activate the safety protocols via a gravity well or disrupt the warp bubble by throwing interference at it. Also, an area of effect interdictor is not going to be some small frigate, it will either be a station or a battle-cruiser specifically outfitted to make people drop from warp. This won't be available to the common pirate, only the most equipped will have it (so the military or some VERY lucky pirates). A regular pirate would have access to a ship to ship interdictor though, as it fires like a weapon rather than emitting a field. It would also have a greater range, thanks to the ability to focus it to one target. Have the interdictor or the engineer overload the warp drive. Interdiction devices would make the warp drive unstable, increasing it's power consumption, and the engineer can boost power to the warp drive to increase its speed or its durability against interdictors (think durability vs speed). An interdictor could lead to the target reducing it's speed but not dropping from warp, still having an effect but not totally screwing over the target. Imagine targeted interdiction against a military's capital ships that, whilst not stopping them, will slow them down, allowing your main fleet to kick the living daylights out of their escorts before they arrive. Doesn't require a programmer to have an eye for game design Because you really don't care. Some people are aware of the perils of warp travel, but don't care for the consequences. Also, whilst you may choose not to go A to B, others will. Depends on the technique used. You can either activate the safety protocols via a gravity well or disrupt the warp bubble by throwing interference at it. Also, an area of effect interdictor is not going to be some small frigate, it will either be a station or a battle-cruiser specifically outfitted to make people drop from warp. This won't be available to the common pirate, only the most equipped will have it (so the military or some VERY lucky pirates). A regular pirate would have access to a ship to ship interdictor though, as it fires like a weapon rather than emitting a field. It would also have a greater range, thanks to the ability to focus it to one target.
  3. People who have more real life money can get more in game money to get faster skill training. Pay for credits - Win with Skill boosts. Pay to Win
  4. From my perspective across the Atlantic, I don't think so. With the amount of people there, the time required to give a play session (displaying how the mechanics work) to those who want it would replace the Q&A. Add onto the fact that DU is in pre-alpha, so many/all of the mechanics are not finalised, giving an incorrect view of the game. Also, why would you play an MMO by yourself. DU won't stand up by itself, it needs a community to stand on.
  5. When close to a gravity well, which would be caused by celestial bodies (and maybe stargates, as they are wormholes), the speed at which you can move in warp is drastically slower than when you are in deep space. Think Elite: Dangerous. My take on an area of effect interdictor would be that instead of generating a massive warp bubble, generate a constant wave or pulse that destabilises other warp fields. Creating a pulse is much more cost effective. Once the targets have been interdicted, a group of raiders are sent from the generating ship to do whatever. The strength of the waves would decrease over distance, so for a larger field a larger generator would be required. The target would not be able to leave until their warp drive has stabilised, and with the interdictor ship online, that is hard to do (but maybe not impossible). The alternative would be to destroy the interdictor ship.
  6. NOTE: When I say 'Warp Bubble', I refer to the bubble generated around the ship when at warp, not the warp bubble method of interdiction. If you were in an engagement and the other party warps away, you could follow the wake of their warp bubble to give you a boost, enough to get you into interdiction range. Also, the question is how would you make a warp bubble unstable? This could be done by creating a wave of high/low contraction that can travel faster (relative to real space) than the target warp bubble for the same energy cost. These waves would cause the target warp bubble to become unstable, either tearing the target apart or forcing them to exit warp (with the user not far behind). Since larger warp bubbles (for larger ships) are harder to destabilise (of the same 'density'), it would require a more powerful interdictor (or a very good warp engineer) to successfully knock the target out of warp. Basically, to knock a dreadnought out of warp, you cant just use a ship that is meant to knock frigates out of warp. For defence against interdiction, a higher warp 'density' or good warp engineer can reduce the effectiveness of each wave. Alternatively, you can drop out of warp by surprise and let the enemy fly right past you, change direction and enter warp again, giving you more distance from your pursuer.
  7. Thats an interesting point. Will skills be what determines the tech level? Or should there be another system that people have to collaborate for in order to unlock that tech for that org (who may then release the data to the public). Techs include anything that the arkship did not come with, such as a warp drive or jumpgate, and improved versions of what we already have, like advanced refineries and larger thrusters. Skills on the other hand are things that the player knows, such as the ability to build better elements or passive buffs to crafting (reduced craft time, increased quality, etc.).
  8. For every X extra amount of money you pledge over the threshold (idk what it is), you get another DAC. You could just pledge $10 a month to up your pledge higher and higher gradually (and possibly gain access to beta)
  9. Damn, but I just emptied half my bank to fix my PC, I can't afford high end stuff right now Good thing I have around 4 months to get more money...
  10. Larger ships need a larger warp bubble, hence a more powerful warp drive to reach the same speed as a smaller ship (exponentially so)
  11. There are going to be regions that will be bland and boring, such as desert, grassland, ocean, etc. They way the landscape becomes interesting is the player's involvement. Also, the planets in NMS look boring due to it's aesthetic being bland (I see a lot of brown and red and murky green).
  12. I imagine that there will be some orgs willing to send survey teams to other planets the old fashioned way in preparation for warp tech. Would give a big advantage as they would be able to lock down sites of importance quicker due to not having to scan for them first. The same would be for preparation for wormhole tech.
  13. You know somewhere that there will be a divide by 0. Somewhere...
  14. Thats why there is a mess hall or cantina. Get drunk whilst 'flying' the ship
  15. It is unlikely that players will be able to get to other planets upon world gen at any decent speed. Give it some time and then we will have the resources to access warp drives (we need to build the infrastructure for creating them before we can use them).
  16. Anyway, the delay is a good thing because it means that the first time it is released to the (select) public, both via backing the game and online video, it will have a higher quality. This higher quality upon first impression will increase the chances of making DU get off the ground once it fully releases. It is also the same effect where by having an early access game more complete before it enters early access, it generally does better than those which are less complete.
  17. At this point, wouldn't it be Colonists?
  18. Playing solo does not mean avoiding all human interaction. It just means you want to play by yourself. You would treat the other players as NPCs, get the materials you need from the market and make money by acepting player made contracts (deliver this, get us that, kill them). Sometimes you will have to take the bullet and hire a protection team when going through a nasty area of space or work off some debt by helping the navy take out some pirates, but it is very easy to play solo. Also, safety is overrated, you just need a plan B when all hell breaks loose.
  19. I like the idea of calling them reavers, as it helps differentiate them from pirates (who are not reavers). Until someone comes up with a better name, Reavers is what I will call them.
  20. Hmm, its been a while... I know that in diablo 2, whilst playing a necromancer, upping any summon skeleton spells (warrior, mage and mimic) will improve the others (i.e. their stats increased the more skill points you put into it), but less so than putting points into the others directly. Getting examples in DU is hard, since I have no clue what the skill tree would be like. I guess improving your vehicle construction skill (maybe used in fabricators) would reduce the decay rate or improve the repair rate of any vehicle you are a crew member of (due to more knowledge of maintaining machines coming from building them). EDIT: To quote from the diablo 2 wiki:
  21. You could also add something similar to diablo 2, where having some skills/techs improves others. For example, having skills in using mining lasers helps with using combat lasers.
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