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mrjacobean

Alpha Team Vanguard
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Posts posted by mrjacobean

  1. That would be because Halo is a lot better than Star Wars. at least in Halo everything is a bit more unique and not just spheres and triangles

    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.

  2. I'm not sure but I thought the alpha would be mostly about the building/crafting.

     

    Combat sounded like a beta thing if I remember correctly. If we can get CvC funded in time it might make it into beta?

    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.

  3. 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.

  4. So what exactly are you curious about? After the meeting with JC, we have a very strong idea of what they will look like and how they will work.

    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).

  5. 3) No bunny hopping or permanent sprinting. Those two things are the staples of breaking immersion and making the game world look like a dystopia where coffee is the only available beverage.

    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).

  6. 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.

  7. This brings up another aspect of asymmetry, that of mass. As mentioned above, placing the thrusters correctly to balance thrust will be key. So, if I make a ship that is perfectly symmetrical on the outside, but load up one side more than the other on the INSIDE, that would unbalance the ship, requiring more energy from the thrusters on that side of the ship, or for them to be placed differently than those on the lighter side.

    I guess this is where scripting a cargo balancer will help

  8. Please, do the kind of show that's like "The World in 60 seconds" kind of thing, where you recap the latest thing I blew up, how many people turned into columns of salt and Cybrex's alt-count. :D

    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.

  9. We want to stress that this is being built as a neutral, 3rd party group that will take no bias towards any other organization. Our goal with this network is simply to keep it operational and to keep it fun for our listeners. We don't favor one group or another, however, individuals on the network are free to represent their own thoughts and opinions under certain guidelines we will have in place.

    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.

  10. Still though, it's the only intermediate form of "softcore" gameplay. You lose all your gears, some are destroyed and some are loot, but you don't lossoe your toon or skill training, so, there's that. And implants are part of your gear really. IF they were not, the market would be stale on them.

    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.

  11. Yeah, but the machine only teleports back your body as it was at the moment the Arkship took a snapshot of it, thus seeking IT out of the multiverse to bring out of the RNs.

    "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).

  12. 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)

  13. Oh, and if you die you lose the limbs, like any other item, so, here you go. Cyborgs may not be obvious to people, but those who know, will just go after you like you're a loot pinyata. And since no Jump Clones like in EVE, putting them on would be like an investment only reserved for people who REALLY want to be competitive and / or are funded with these cybernetics because they are kill-machines or w/e.

    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.

  14. My school of thought and engineering approach, doesn't much yours, and it's totally acceptable. Some will like the Twerk-Cruiser for its precision controls that help a crew to align turrets faster on a moving target, thus making my cruiser more suited for long-range sharpshoting, while yours guys could be pretty ships for the less skilled pilots.

     

    #bragging_pointlessly #may _the_best_Twerk_win 

     

    :P

     

    P.S. mrJacobean is the best twerk

    Why thank you Twerk  :D

  15. Too bad combat is not like docking. DU's combat model is all about speed and agility in smaller crafts create a hit chance loss on your attackers. Strafe, just doesn't work. You need to stay still to strafe. Yaw != strafe.

     

    The flight control I mentioned is for combat, possibly, with a log system that detects time of keypress to amp thrust, with Shift + Key to reverse the ratio. That's for ships that have to orbit a target to keep them from hitting them - as assigning automatic orbits is one straight way to Respawn Town, if EVE taught anyone anything when it comes to PvP.

     

    Every other pedestrian can fly in space-coffins. I'm building my ship for precision controls. :)

     

    And also, since DU has no centrifugal stations, I don't see you need Strafing to land.

     

    As for the retrograde thrusters... I mean, it's your wallet and your grave, who am I to stop you from building a ship that has a main propulsion facing forward, while you could have vertical thrust for rotation on the Y axis and firing your thrust away from the target. Or... you know, knowing when to turn off acceleration and starting rotating the ship as momentum caries it forward to where you want to go and firing the thrusters towards it..

    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)

  16. It's a spaceship, not a car.  It doesn't got "Reverse". You wanna pull back? Turn off the main propulsion, pitch up the nose and fire vertical thrust to deccelerate or move backwards. Wanna strafe? Roll left or right, and fire vertical thrust.

     

    It's a spaceship, it has 6 degrees of freedom ."strafe" is not an option for spaceships. Yaw (veering left and right) roll (turning your ship on the side on its X axis) and pitch (moving the nose of the ship up and down) is the only way to fly.

    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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