Jump to content

Thokan

Alpha Tester
  • Posts

    81
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Thokan reacted to Lord_Void in Ships and the crew required   
    Wow nice comeback: "Lalalala I'm not listening"
     
    Seems like I responded to most of your points. Seriously  though, if you think I missed one, feel free to name it so I can respond to it ....
     
     
    Your debate skills are fantastic. 
     
     
    Funny because you just called my math an opinion but okay I guess when you say it it suddenly counts as a "fact".
     
    "I exist therefore I need an aircraft carrier." I do not understand this point. Trolling aside, please explain this. How does not having access to large ships prevent small groups from existing?
     
     
    Okay kid. Whatever you say.
     
     
    "Releases crews" lol. Crews are not some feature to be released, they are a natural extension of being able to build large ships. The more stuff you have on a ship, the more people you need to properly run it all. There isn't some feature from NQ saying "okay you need six people to fly this ship. Oh no, no one is in the mechanic seat ... I guess the ship can't fly." If you can get enough people to make it work then it works. And those are some pretty bold, committed predictions. No new players? Not even one? and 365 days of server time? Not 366? Well, I guess so ... I mean: It's a fact. 
     
     
    This is the kind of stuff that tells me you are really just throwing things at the board to see if they stick. If the average consumer wants your product, doesn't that mean you're still appealing to them? The thing about niche markets (which I'm sure you already know since "anyone with any experience in marketing will know" this) is if you are serving a niche market you have to cater to that niche. You have to corner that small bit of the market with a product that only you can provide. If you can get some mass market appeal too, that's icing on the cake, but if you try to pursue mass market appeal you do two things: 1) you dilute your appeal to your niche and 2) you have to start competing with other mass market products. Think of it this way: imagine they focus on the first person shooter aspects of the game to appeal to more casual, adrenaline junkie styles of play (nothing wrong with games like that, I love shooter games). Once they do that, they have to compete against titles like Battlefield, Halo, Call of Duty, CS:GO, and they are just not going to stand a chance there. Meanwhile, players who joined for the more niche features (like building, mining or market things) will be shaking their heads at how the game is not what they thought it was going to be, and they will move to other niche games. 
     
    Just look at EVE. They've made numerous changes over the last few years to make the game more "accessible" and more appealing. And every move like that they've made has driven the player count lower and lower because they are alienating their niche and not managing to compete at a mainstream level so they don't get new people. The goal should be to grow the niche not leave it. 
     
     
    Not everyone wants to shoot things. That's not even a reasonable assumption, you are literally just making up a number.
     
     
    Someone better tell Minecraft, CandyCrush and Farmville to add guns or they are never going to get any players .... 
     
    In all seriousness though: I don't understand where you are getting this vision of the game's survival being solely dependent on people being able to fly large ships solo ... 
  2. Like
    Thokan got a reaction from Pang_Dread in Ships and the crew required   
    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
     
  3. Like
    Thokan reacted to Kuritho in Fuel Feud and Engines 2.0   
    Please be patient with me I'm not smart.
  4. Like
    Thokan got a reaction from Kuritho in Fuel Feud and Engines 2.0   
    I get it. Crafting
  5. Like
    Thokan reacted to Kuritho in Fuel Feud and Engines 2.0   
    Well... More Fuel = More Jobs.
    Countries will fight over fuel, and why should a video game be any different?
    Fuel is a driving force, the essence that all is mechanical.
    The more fuel types we have, the more specialization, the more jobs, the more production, the more wars, the more cash, the more everything.
    Catch my drift?
  6. Like
    Thokan got a reaction from Ben Fargo in Ships and the crew required   
    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.
     
  7. Like
    Thokan got a reaction from Lord_Void in Ships and the crew required   
    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.
     
  8. Like
    Thokan got a reaction from Lethys in Ships and the crew required   
    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.
     
  9. Like
    Thokan reacted to Pang_Dread in Ships and the crew required   
    LOTS of assumptions based on little to no information we have. In a sandbox game people create their own content and go to where others have created content. You keep using the "4 hours flying doing nothing" what? How does that even make sense. If you're looking for content for gameplay you're going to go where the action is not fly around at random doing nothing. Sandbox games are about creating content and meeting up to participate in that content. If you're just flying around for hours not finding anything, then yeah sorry you're not doing it right.
     
    There will be all kinds of ships of different sizes and capabilities as there are different types of players and playstyles. Having played many MMOs over the years I can say with 100% accuracy that your "low percentage wants to play support secondary roles" is bs. or rather it wont be so low as you think it will be. I highly doubt support and crew roles will come down to "waiting 4 hours to click a button". Have only known about NQ for a short time but they don't at all appear to be as stupid as to think that is fun gameplay either, perhaps give then more credit and benefit of the doubt until at least we get more info on all how these systems will work. 
  10. Like
    Thokan reacted to Lethys in Ships and the crew required   
    That's the problem there with crews - Timezones, availability and interest of players in commiting to a crew - which is what I always said (I know from eve that you can calculate with only 10% of all people online at any given moment when there is no op running). So it IS a problem if you think that players HAVE TO fly big ships with multicrew.
     
    But let's face it: if nothing happens at all for 4h, it doesn't really matter if you're cruising in your single seater alongside your fleet or running around with many others within some battleship. Especially since we don't know what else you can do while on that ship (market orders, industry, creating constructs, ....).
     
    And IF a fight breaks lose, I'm sure there's more to do than just pressing a button. You'd possibly have to find and repair armor blocks, repair cables/engines/turrets, bring ammo to turrets, fight off a boarding party,...
     
    I don't think that large ships are feasible at all in the beginning and since we don't know if they implement any minor automation for guns for example (with a drawback ofc) it's only guessing and drama on the forum until NQ explicitly states what they plan.
     
    I'm against NPCs though (although i could live with them if they are much weaker than a player run ship) and I'm definitely against player created NPCs (stats-wise)
  11. Like
    Thokan reacted to ATMLVE in Repairing Large ships, from the inside   
    There are actually some details on repairing ships already. During the GDC interview in February, JC was asked this question. He said that there will be elements which can repair constructs based on their original blueprint; as in, the repair unit is aware of what the construct is supposed to look like, and can gradually restore the construct back to that state.
     
  12. Like
    Thokan reacted to Lord_Void in Matter Recycling, Conservation, and Currency Generation   
    Okay, so this idea hit me the other day and it is not fully fleshed out, but I think it is a good start of something. 
     
    First, here are a few assumptions:
    There is a finite amount of each material to be mined in a given system. Systems will be depleted over time. When a ship is destroyed or a person is killed some material is "lost" forever, while some can be salvaged/reclaimed. The economy needs some sinks and faucets in order to prevent excessive inflation or deflation over time.  
    Now, my idea to address some of this. 
     
    Basically, when ships are destroyed or people are killed and some of the material is "lost" the amount can get added to a system-wide tally. Material sold to the Market Bots that JC mentioned would also get added to this tally. The game could then pull from this tally to generate material asteroids in deserted parts of the system which could be scanned down and mined, thus restoring the resources to circulation and conserving the mass. These materials could then be used or sold to market bots again, bringing currency into the game. In addition to preserving mass and providing a currency faucet, this would provide some basic "PvE" content and help prevent systems from becoming depleted. 
     
    To provide a currency sink to counter the currency faucet: the market bots could also sell the materials directly from the tally but for a fairly high price relative to what they buy it for.
  13. Like
    Thokan reacted to Kuritho in Matter Recycling, Conservation, and Currency Generation   
    or just do communism/socialism but that's just me.
  14. Like
    Thokan reacted to Lord_Void in What value does sovereign territory have in an infinite universe?   
    The reason is that it's fun
  15. Like
    Thokan reacted to Lord_Void in Fuel Feud and Engines 2.0   
    I agree: too complex. I would rather have fewer factors with more variations. 
  16. Like
    Thokan got a reaction from Soro in What value does sovereign territory have in an infinite universe?   
    It's not like PvPers ever needed a logical reason as to compete and wage wars with others
  17. Like
    Thokan reacted to Kuritho in Fuel Feud and Engines 2.0   
    No introduction. Just sit back and scream.
     
    Fuel is a item that can be put in engines and be used to produce thrust.
    There are also different kinds of fuels as well, each with different attributes.
     
    THRUST/FORCE is how much thrust is produced.
    MINIMUM/MAXIMUM HEAT is the range where the fuel is stable (below the minimum heat threshold, there is a severe debuff to THRUST/FORCE, and above it the fuel becomes explosive)
    COMPRESSION is how much fuel can be crammed into a voxel/storage unit.
    LUMINOSITY is how much light is produced.
    NOISE is obviously how much noise is produced.
    STABILITY is how much the fuel can be generally handled (G-forces/acceleration, heat, pressure, has access to oxygen, reactive, ect)
    FUEL TYPE is where the fuel is liquid, gas, solid, antimatter, hopes and dreams, whatever makes your engine run.
     
    ENGINES also greatly influence this.
    MAXIMUM/MINIMUM HEAT are temperatures where it can operate safely.
    FUEL TYPE ACCEPTABILITY determines what kind of fuel can be put in (No solids in the gas, please!). Some engines can be hybrid.
    FEED RATE is how much fuel can flow through it.
    FLASH HIDER is how much the luminosity is dampened.
    SILENCER silences the noise considerably.
     
    Lets discuss. ^VOID^
     
     
     
    FUEL
    Stats
    THRUST FORCE is how much thrust is produced. It is controlled by a percentage, 0% being off, 50% at normal power, and 100% at max safety levels, and 200% for overdrive.
    FUEL TYPE is what kind of fuel can be put in (No diesel in gas, or antimatter in hydrogen thrusters)
    FLOW RATE is a bottleneck. The higher the number the better. (An engine without enough "feed rate." will not be able to use the thrust at 100%.)
    GAS/RESIDUE is how much greenhouse gases is produced (for potential future updates.)
     
    Fuel Types
    Classical
    ELECTRIC is considered a fuel for all electronics. Used for most engines (Steam-Punk lovers don't need them)
    GAS is a type of fuel type that has a loveable flow-rate but is generally more violent when it explodes.
    LIQUID is a fuel type which has a normal flow rate, but generally burns quickly instead of exploding. Usually has the most Thrust:Cost ratio.
    SOLID is a fuel type which has very little flowrate, but has sheer power. Usually resistant to burning/exploding.
    PHOTON is a fuel type which involves directing photon to produce thrust (photons have mass). Overheats somewhat quick.
    GRAVITATIONAL is a fuel type which is extraordinarily dense, which is controlled by electrical currents. (Similar to Space Engineer's gravity drive.) The fuel and electricity is used up to produce thrust, preventing voiding the Law of Thermodynamics. Much more effective for "slingshot maneuvers" and known for it's usage in artificial gravity.
     
    Biofuel
    Biofuel is fuel that can be grown in vats, requiring immense amounts of sunlight and nutrients extracted from soil.
    ALGAE can be used for compact fueling, and certain types can be eaten with extremely high calories:volume ratio. Must be put in a type of liquid to be mobile.
    FUNGAL is much more potent than algae, but can grow almost anywhere (space-fungus anyone?). Produces harmful spores that can be protected from.
    BACTERIAL is the "Mix" of Algae and Fungal. Can grow in most places, and quite compact.
    WASTE/METHANE can be harnessed from various animals.
     
     
    Antimatter
    ANTIMATTER is a fuel which completely decimates any Avatar close enough to it.
    ELECTRICAL ANTIMATTER produces shockwaves of EMP out of it's thrust exhaust, but does not need energy to run and will never overheat, staying at a frosty 0.0001 Kelvin. Sometimes put near supercomputers due to the sheer cooling power, if one is careful.
    GAS ANTIMATTER (Anti-Hydrogen for example) is a fuel that has no limit to flow-rate, but causes faster overheating.
    LIQUID ANTIMATTER warps the looks around the engine, and still has the highest thrust:cost ratio.
    SOLID ANTIMATTER is actually needed for Warp-Drives and Stargates. Using it on an engine causes constant "teleportation fractures" (random warping from a few meters, but never hitting anything) if it is overheating.
     
    *removed ANOMALY FUEL due to well, it's a shit idea*
     
     
    ENGINE
    Stats
    OVERDRIVE EFFICIENCY indicates how long the engine can run before overheating.
    FUEL TYPE is what kind of fuel can be put in.
    ENGINE TYPE also determines what must be done before the engine can start/go above 50% power.
    NOISE is generally how much noise is made.
    Components
    NOZZLE decreases FLOW RATE but increases THRUST RATE.
    COMBUSTION TANK increases the amount of fuel that can be loaded.
    COLORIZER allows the trail to be any color you want.
     
  18. Like
    Thokan reacted to Lethys in Galactic cartography   
    An old idea, but nonetheless good, it was already mentioned somewhere.
     
    Selling maps, living as explorer would bebe very nice. 
     
    @Thokan systems aren't added, they're procedurally generated
  19. Like
    Thokan got a reaction from Skcos in Water Planets   
    Megaships would be nice, indeed. However, I would stave my enthusiasm. Water always mean technical difficulties.
  20. Like
    Thokan reacted to CommanderLouiz in Role play Tag   
    That is because there's only one shard, that which we all play on (As I'm sure you know). As for not knowing who role-plays and who does not, you're looking in the wrong place. Go to the organization page, and scroll through the hundreds of organizations that are listed. Find one that does RP, and join them. Problem solved.
  21. Like
    Thokan reacted to Anaximander in Windows or a way to making voxels transparent   
    With the increasing amount of people coming up with "flying coffin spaceship" designs that have glass on their bridge, I'd say have aluminum being turned into reinforced bulletproof glass ( as it is the thing that bulletproof glass is made out of IRL ).
     
    Observation decks and SPACE-ships do not mix.
  22. Like
    Thokan reacted to Atlas5 in building ship concepts prior to alpha release   
    here is my first ship design working in 3D Studio Max

  23. Like
    Thokan reacted to NQ-Nyzaltar in Windows or a way to making voxels transparent   
    Hi there,
     
    In the near future, windows will be available under the form of decorative Elements.
    However, implementing voxels made from a transparent material, nothing is clear planned at the moment in the roadmap, so if it's implemented, it will be most likely after the official release.
     
    The challenge of making transparent voxels functional enough to use it for windows: Developing this type of materials to the point of being able to make windows of custom size, with a perfect transparency with no blur or deformation when whatching something placed on the other side of the windows is not an easy task. And it will cost a significant amount of development time. So as always, we will concentrate first to core mechanics and mandatory content before starting developing transparent materials that could be used in an industrialized way.
     
    In any case, we will keep you informed about the evolution on this topic when we will have fresh news about it
     
    Best regards,
    Nyzaltar.
  24. Like
    Thokan reacted to mrjacobean in How long will a day be?   
    Just going to say this, Planet rotation is something they WANT, but they may not be able to get it until after release (its not a priority)
  25. Like
    Thokan reacted to Begogian in Food Dispensers   
    So, if implemented, maybe slowly over time, you lose this "mana" or calories, and everything you do takes longer. You are slower to move around, you mine slower, and build slower. It never kills you, but slows you down. A lot of survival games have fast hunger/thirst loss. I feel like in a game like this, it would be very slowly so your game time doesn't revolve around eating and drinking water. The more you do in a short span of time though, the faster your mana drains.
     
    If this becomes a thing though, it should be far down the road, focusing more on the bigger aspects like building and exploring. Put this up on the fridge and fetch it later when thinking of new levels to add to the game.
×
×
  • Create New...