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Thokan

Alpha Tester
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Everything posted by Thokan

  1. From what can be seen from the videos one can assume it's gonna be pretty standard for this type of game/genre, id est; both maybe. It is a simple and common enough element in this genre that it is to be expected.
  2. Haha yeah I know, got a little bit excited. Personally, I prefer JezzBall.
  3. Age of Conan, Mount and Blade: Warband and all associated mods, Haven and Hearth, are the most influential and important ones. I have dabbled in plenty of MMOs in my days though, looking for The One Open-World PvP Basebuilding Crafting MMO (TM). You know how it goes.
  4. We can play fricken Pong guys! Pong!
  5. Why would it be philosophically moral to avoid obvious game elements like PvP? The game is meant to be played in a many different ways - just because you have the freedom to do either or doesnt mean the one thing is better.
  6. Yes, indeed. In a game where most people probably will play in/on/from claimed, protected territory, I don't think ugly planets will be a problem at all.
  7. The mechanics for PvP are there, that is an incentive in itself. The blade itself incites to violence.
  8. Well, that's subjective to the idea of "full scale wars". I'd say there will be Org vs. Org conflicts involving a lot of players as soon as the first bubbles goes up, no matter what size or quantity of military materiel, arsenal or vehicles there is at the time. Build a bubble, build friendship. As sure as the large PvP Organizations will look for someone to fight, they will also look for friends and allies - cause you cant have too many of those. In my experience, the harsher the sandbox, open-world PvP is, the more valuable allies and friendly strangers are.
  9. Assuming piloting coincides with getting that nice, overlooking, third-person-view of the ship; I'm guessing it will be quite natural for the commanding individual, for any size of vessel; to pilot it her/himself.
  10. Aye. Most probably up until a certain point, of numbers and sizes of ships, PvP will prolly be a simple matter of calling out targets to focus-fire. Grand Fleet Battles are cool though, if ever logical.
  11. That is entirely dependent on the mechanics of the game, if they would allow it to be practical to have a ship as a home. Will the ship be vulnerable during offline hours? Will you be able to perform all actions required, i.e crafting, refining and such, that otherwise would take buildings/stations on the ground? Will you be able to respawn at the ship at all?
  12. Thokan

    Fuel

    Oh come on, guys. This is not a Factorio mod. We don't have to have a stone age progression system just for the sake of it
  13. I, and my clan mates, will establish and expand. Build a base, build a bubble, move on to claim the next tile. If a large portion of the mates, and especially if the PvP-junkies, jumps on the bandwagon we will surely make a mark on the Org vs Org Meta. Personally, judging from the game mechanics, I will be gathering, crafting, building and PeveePeeing from time to time. Ya know, playing the game. Nothing extraordinary.
  14. But you are basing this off of assumptions, my friend. A, that the supportive role will be "Pressing R", id est boring per definition, comparing it to mining in EvE. B, that a player-built ship is universally better than smaller ones C, 90% of people will want to constantly PvP in a voxel-based, crafting/building sci-fi MMO. I am trying to tell you that bigger ships probably won't be as viable as you'd might think. That they would need screens and crews to be viable, thus limiting them to organizations. I'm guessing NQ will try to balance it to where three individuals on a ship might handle and direct as much firepower as three individuals in individual ships - the overall bonus and point to bigger ships is the overlook, focusing, and supportive role. Also that playing a supportive role would prolly be more diverse and changeable than sitting on a spot "Pressing R", since that would indeed be boring and ineffective use of a person making me doubt NQ would implement it in such a way. Furthermore, this game is a MMO and will host a variety of playstyles. Sure, PvP and Org versus Org will be a great focus of the game, but there will still be plenty of crafting, gathering, building and whatnot. Saying everybody wants to PvP all the time is more than far-fetched - it's absurd to anyone who have ever played a MMO
  15. Ofcourse it will. There is no way people should, would or could moderate silly names. The whole game is not a roleplaying server, it's a whole game with a variety of players boasting different playstyles. No sense in punishing people who aren't roleplayers just because. Give me displayed First and Last, and easy accessible ID. Add an option to hide names for the inclined.
  16. Why should every single player have access to big ships? What use would a bigger warship even be for a single player or small group? Not for trading, prospecting, mining, exploring, transporting or other tasks/playstyles I would think individuals would dabble with. As I see it, bigger ships are the mark of big organizations. Depending on how easy or hard they are crewed, I wouldn't be surprised if we don't see the big ships but in Org vs Org battles/sieges/skirmishes - if not for the roaming hardcore 24/7 Pirate crews in their ganking barges The assumption of standing fleets is also something I wouldn't really get behind before launch, by the way.
  17. Yeah, I know. What I mean though is that the game is heavily themed off of sci-fi survival games but on a MMO scale - which consequently negates most of the survival aspect. I get what you mean, and totally agree. Yes, that's what I easily can see added - not complicated at all. The OP's text is just very intricate and complex.
  18. It's not like PvPers ever needed a logical reason as to compete and wage wars with others
  19. What's so complex about different engines and fuels with multiple variables? It's as simple as you make it. I don't deem it far-fetched at all to have different engines and fuels for different situations. It's nothing new in sci-fi-survival games at all.
  20. Thokan

    Fuel

    Other than just digging in the ground for resources and refining them I'd make certain types of fuel mining quite passive for larger orgs. Say, let them build stations with certain expensive game elements around gas giants or what not - for a few simple reasons: Partly to tie it into the org vs org-competition/wars/meta. Give them something to fight over except just soil to be mined and stargates. And partly to allow an exponential scale of fuel needed for larger engines, thus helping to limit larger warships to larger orgs who manage to obtain control over resources, without inducing a massive grind for fuel.
  21. I imagine it would also be good for the sake of balance, possibly. It should, for the sake of said balance, be harder and more intense to fly, maintain and effectively use a larger ship versus smaller ones. A big, well-oiled organization should be able to host a large, big force, but a single bully with a large warship should be easier to take down. From their talks and such they seem to be very keen on getting interactive ship-play. Repairing functions of some degree ought surely to be in the works, or planned to be.
  22. Have they said anything about how many systems they aim to create though? I got the notion they would add one system after the another, with said gates - not on such a massive scale which would make exploration a plausible thing.
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