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mrjacobean

Alpha Team Vanguard
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Posts posted by mrjacobean

  1. Thing is.. Why would I be stupid enough to EVER go directly from point A to point B?

    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.

     

     

    VOLUME = 5.23 * 10^20 cubic KILOMETERS!!!

     

    Thats a heck of a lot of space to cover with some energy field of some sort. Imagine the size ot the Reactor that would be need to power the thing. You're essentially creating a gravity well equivalent to that of a planet.

    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.

     

     

    maybe have some kind of "overload" mechanic that makes the ships ftl drive vulnerable after 80% of the distance to 90% (because you slow down again-lore wise-and the reactor can cool)

    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.

     

     

    And again:

    I'm no programmer

    I just give ideas for balanced mechanics

    All numbers are subject to change

    Doesn't require a programmer to have an eye for game design

    Thing is.. Why would I be stupid enough to EVER go directly from point A to point B?

    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.

     

     

    VOLUME = 5.23 * 10^20 cubic KILOMETERS!!!

     

    Thats a heck of a lot of space to cover with some energy field of some sort. Imagine the size ot the Reactor that would be need to power the thing. You're essentially creating a gravity well equivalent to that of a planet.

    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.

  2. I'll FTL travel at a 90 degree angle for THREE SECONDS and miss your bubble by ONE MILLION KILOMETERS. (Simple dog leg maneuver hardly an inconvenience at 3 seconds)

     

     

    I would be extremely unlucky to hit your bubble. Unless you think you can extend the radius of your bubble by a MILLION KILOMETRES in all directions.

    Thing is, you wouldn't know it would be there

  3. So perhaps instead of making a blatant comment, could you elaborate on how shitty my idea is?

     

    I mean hey, we all have a share of bad ideas.

    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. Just a wondering did you actually get to play it?

    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. Scale is an issue.

     

    If it takes less than a second to move 300,000km then imagine the size a warp bubble would need to be to be effective.

     

    We're talking about billions of cubic meters.

    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. I think there should be some kind of science points. Quantum physics, Alien Ecology, Mathematics, Matter manipulation ect.

    You should be able to get those by either reverse-engineering advanced equipment or by mainstream !SCIENCE!(I mean studying anomalies, setting up server parks to calculate ect.

     

    To make it cooler the points should be stored on harddrives so they could be stealed.

     

    And should be able to use your newly accuired points to research technologies.

    The techs should use more than one type of points like if you want to make a Quantum tunneling drive you have to use up 15 quantum points and 10 mathematics and 3 matter manipulation.

     

    This is basically Space station 13-s research system but way longer.

    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. They simply need to add a method for purchasing singular DACs.  I would love to chip in $10 a month.

     

    I imagine many others would as well.

     

    I cold always purchase an iron pack a month, but I'm not sure how that would be equated.

    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. 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).

  10. 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.

  11. I do hope they implement various activities that can be done on a ship while waiting to get to a destination. Maybe you'll be able to use that time manufacturing or refining resources that you have on you if it's a big enough ship to fit the devices for that.

    Thats why there is a mess hall or cantina. Get drunk whilst 'flying' the ship

  12. 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).

  13. 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.

  14.  

    I don't want to sound redundant but it is again the wish of some people to play solo in a MMO. Of course there will be safe zones but if you want to make any kind of progress you must:
     
     - Interact with other players in terms of commerce to get the items outer the safe zone
     - Or Go take that ores/items by yourself, interacting with other in terms of piracy and other guys flying that area
     
    After all behind each character there is a human being and despite those who only want to see the world burn as you stated before normally you can talk to them and then try to negotiate or even achieve some hate because it is not about killing each other at all. Thats the fun of MMO to most people (this and the excitment from risk-reward) and, in my opinion, the primary objective of this kind of game.
     
    Short: It gonna be hard to play safe and solo in this kind of MMO and you already knows that when you join it.
     
    Edit: As i re-read it probably my comment don't have too much sense at this post but is just a feeling i have the last days after reading some other post.

     

    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. 

  15. Have any examples for comparison - to add to the list? For purely visual reference. . .

    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:

     

     

    Skill Synergy Bonuses

    Synergy bonuses will boost the effectiveness of the higher-level skills based upon the number of points you place in lower-level skills. This gives players an incentive to use their skill points earlier in the game, rather than keeping them, and using them only for high-level skills. If a skill has a Synergy, the other skills that will help improve the skill will be listed. Items that give bonuses to skills and skill levels do not add to Synergy bonuses. 

  16. Just want to remind people, roads were made for pedestrians and the horse and cart, THEN cars. In addition, whilst we have the tech to fly it doesn't mean we should use it all the time.

     

     

    Have pathways AND landing pads through cities to allow for people using intra-city air shuttles (for long distance and fast travel) and those who just walk (because it is a small distance or there is not enough room to park).

     

    Roads should not give stat bonuses as they are already better than navigating the urban off-road on foot. There should also be no need for a highway between cities as you can fly and no one will walk between them willingly.

     

    Ground vehicles will handle better on smooth terrain, so if you are using a speeder to get to places you would follow the lay of the land (or a flattened dirt path). It is also easier and more fuel efficient to build a hovercraft than an aircraft.

     

    I agree with twerk that roads should be voxel constructs rather than elements, as they don't need a bonus since their benefit is their flatness. However, just because you can fly does not mean you should. A hovercraft is better than an aircraft at cargo carrying (of the same size) through a local area (up to 100KM-ish) due to it's fuel efficiency and higher capacity, but in long distance travel the aircraft wins due to it's speed.

     

    On a final note, roads are a legacy of the past. We are building a new civilisation, don't just copy what was there before without thinking about its consequences.

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