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mrjacobean

Alpha Team Vanguard
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Everything posted by mrjacobean

  1. 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.
  2. the ships in star wars are more memorable, right? The way I see it, Halo is more about the action whereas star wars is more about the world. Whilst Halo does have cool looking ships, they are harder to explain without a direct image than those from star wars.
  3. I was under the impression that combat would be in alpha, but added later in the process. Alpha is for creating and testing release-features and beta is further testing, reworks and bug crushing. If you want to have the ability to play an early access-like version, pick beta.
  4. mrjacobean

    Rogue AI

    I imagine someone is going to roleplay as an AI, rogue or otherwise. They could work by being VERY secret mercs (so much so that only one org would have contact and no one would know about it), so their hits on mankind are not random and they get payed resources and ships for completing a mission. Remember that there is no PvE planned, and the pseudo AI that would be part of the game's mechanics would require a lot of work to make it act properly.
  5. How you win them in wars, if you can rent out smaller chunks of land inside them, is there an upkeep cost for them and how much is it, can only orgs place them, what will hacking a TU do (take control or disable restrictions for a certain amount of time?)... We know how they will basically look and work, but nothing detailed when combined with other game aspects such as RDMS and Orgs (war and upkeep).
  6. Woke up at three in the morning to watch it.
  7. Could have a toggled walk mode that gives (or at least makes it look like it gives) faster energy regen, the basic run/jog mode (with 'standard' energy regen, which could be zero), and then sprint/jetpack (consume energy). Change out energy regen for other energy system (hunger or thirst drain, for example, even though I would be against such a thing).
  8. I would probably say that if you want to respec your attributes, it will give you a skill training cooldown so you cant train skills for a while. How long this is is a matter of balance. Maybe allow the ability to change the end result whilst the cooldown is in effect just in case you misclick (in addition to being able to cancel the respec). Note that the changed attributes would only take place after the cooldown.
  9. Shill out about double that and you will get alpha access, which 'should' happen within the next few months (if you don't mind actually testing)
  10. My personal favourite would be doing a feature on a crazy pseudo-science hypothesis using an extreme version of the many worlds interpretation of quantum mechanics, which would go to there being an infinite number of parallel universes (or DUAL universes, hee hee), that would end with every piece of fiction that exists and those that don't exist are real in another universe (or strand of quantum probability). This would include a universe where in the early 21st century, a company called NovaQuark would create a game that is identical to our reality.
  11. I would, but advertising an intelligence agency is not the best thing to do
  12. Just going to say that there is no media that is unbiased. The important thing is to be transparent about it. Apart from that I would also love to participate. I have all the equipment necessary for both live and recorded content (though I have a preference for recorded), in addition to alpha access. I also (currently) have a four day weekend, so plenty of free time.
  13. I am unsure if this has been answered but how are players meant to build a refinery with no way of getting the refined resources to build it? Will the nanoformer be able to refine resources at a poor rate or will there be a refinery at the arkship?
  14. Well, instead of being able to install them at will, you would need a surgeon to install them (skill training time!). When you die, it could damage or disable the cyberware's buffs so you would need to go back to a surgeon to get it fixed (even MORE trauma style mechanics). The process would require less materials than getting a new one, whilst simultaneously increasing the cost of augments due to less mass-production. Maybe the surgeon needs the blueprints for the augment in order to install or repair them.
  15. "the longer you do not 'save' at a respawn beacon, the more items you lose" The arkship could take a snapshot of you every time you activate/bookmark a respawn node I could see this getting abused if it was real life (stealing from other timelines via quantum mechanics).
  16. There could be two ways of farming crops. The first is manual where nearly everything requires player interaction, either via avatar or player piloted construct (farm vehicles). The second could be automated, where you set up the farm as before, but you have rails on which mechanical arms move across, tending and harvesting the crops. The rails and arms would be part of the same construct as the farm itself, with the arms just being animation (not actually there, to save processing power) and rails being a special element. The automated version of farming could be slower than manual farming and could require heavy maintenance (like a starship) to keep it running at optimal levels Aside from automation, there is also the matter of crop habitability, where crops from a desert planet could require additional elements nearby to provide the correct environment for growth on another biome (such as an ice planet). This might also be required if the farm is underground (no natural light) or in space (no large ecosystem)
  17. I thought that respawning was using the many worlds interpretation of quantum mechanics to swap your consciousness with another close version of you from another timeline in a different location, hence only a few items are lost, not all of them. And also, the longer you do not 'save' at a respawn beacon, the more items you lose. TL;DR I though respawning meant losing some items, not all.
  18. You would then change to landing thrusters that don't burn the capital ship
  19. You have now entered the image of a dreadnought pulling off the space version of a hand brake turn into my mind. I was also more thinking that the retro thrusters be two thirds of what the main thrusters can do (sort of like the Stiletto from Nexus: The Jupiter Incidentv or any ship from Fractured Space)
  20. Not everything is a sports car. Some ships may be impossible to pull a 90 degree turn quick enough and would therefore have retrograde thrusters. In addition, when docking/landing, I believe strafe would be very useful (try landing in elite dangerous without using reverse thrust or strafe controls)
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