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CaptainQuoth

Alpha Tester
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Posts posted by CaptainQuoth

  1. Devs said that there wont be sniper like gameplay in DU and i think canon like that counts as sniper gameplay

    At any rate that means that its range is reduced it would still function as an area of denial weapon preventing people from parking a ship over your base or city and bombarding it with weapons until there is nothing left but a crater.

  2. i dont think that canon like that can work because when you are on the ground what you see on orbit is like minute or two old image .... how can you hit something that is no longer there?

    You mean there is two minutes of lag or it takes 1-2 minutes to get to orbit?

  3. The following are just spur of the moment thoughts I had.

     

    You could set up a system where such large weapons require a time of charging and calculation in order to fire.  I liked how they depicted this idea in the novel "Halo:  Fall of Reach" where the AI had to charge the MAC cannon and develop a highly complex firing solution in order to accurately launch an attack with such a powerful one-shot weapon.  Anything else would have been pot-shots with wasted resources.

     

    Represented in-game, it could be an attack with a long wind-up and an obvious targeting to the person being fired at.  It would work only with a low percentage chance of hitting, increasing if a target is stationary and almost impossible if a target is moving rapidly.  It could be used as a coup de grâce against a crippled ship or as a precision high-powered attack against a structure.  Obviously damage to a mobile ship in space would be more devastating, as a building can have a large hole punched through it and still remain standing without  have to worry about the forces exerted on a massive moving ship.

    Basically this to deter anything as large as a destroyer or bigger coming in and just razing the base or city you would have to use fighters which are to fast and small for them to hit to take out.

     

    Without some area of denial razing a city is as easy as parking a few cruisers on it and waiting till its nothing but rubble.

  4. I look forward to seeing if large ships are doable. In most games the larger a ship is, the heavier it is, thus the more power you need for the engines. But the power generators you build add to the mass. It is the issue we have now with liquid fuel rockets. Diminishing returns and the like. Although it might fit into the jump gate idea. If we need to build jump gates to get to other systems perhaps an organization can build a giant ship to house the people and resources needed to build one, then jump to the new system and build another. 

     

    perhaps there will be a very expensive, very advanced anti gravity block that reduces a ship's mass so a larger build can move at a viable speed. 

     

    Assuming the ship doesn't ever need to deorbit it could be as heavy as possible within the game but acceleration would be negatively affected top speed should remain the same and with a ship that size moving it wouldn't be a regular occurrence.

     

    How does ftl travel work in the game anyone know yet?

  5. That sounds exactly like how it goes when I play cities: skylines. I normally end up having to demolish whole sections of the city just to redo the roads. I reall hope we don't have traffic jams like that in DU or the highest paid career in the game will be road construction.

     

     

    Except when you decide to bulldoze jimmies house you have to deal with a real life human that is now pissed off and making a fuss ...... ah politics

     

     Was thinking of this earlier but a couple solutions building up or building down.Design the buildings in such a way that you can stack another floor on when you run low on space,or because this is a game where orbital bombardment is a thing building down into the planet.

     

     On another note as you could end up with cities looking like article-0-12EF340A000005DC-165_964x736.j or something resembling a hive city from WH40k

  6. I am hoping for varied types energy based(plasma,laser ect) ,Projectile based (shells ,bullets) and ordinance (missiles ,Torpedoes,rockets).

     

    In space engineers you are limited to missiles and Gatling guns,(or if you get advanced like me rail guns, cluster bombs,and even NUKES.)But this makes things increadibly boring because there is no strategy other than have more guns than the other guy

     

    I suspect DU will all of for some kind of player made weapons but at the vanilla level there needs to be variety,

  7. At least give and explanation why, so that we can have a conversation.   A pithy comment does nothing.

    Because nothing kills creativity more than a bunch of people attacking the original creator for "stealing" the design that was stolen from them seen it happen have had it happen to me .

     

    I wouldnt want to put something out for the public if all it means is that someone will steal credit and I will be left defending myself from claims of theft.

  8. Yes it is. You won't get ships designs like in DU, but you'll get a good idea at how to think about constructing things.

    True,Im kinda going in blind to the building options of DU but thats part of the fun to me!

     

    Is it worth playing around with Space Engineers waiting for DU alpha to start up?

    Yes Not the same in any sense but you can play around with shapes and layouts its also a pretty neat game when it feels like being stable.

  9. There is also the sparsity of resources.It is not as there will be a constant layer of resources just under the surface that would cause players to strip mine I would assume Iron or metals for basic construction to be plentiful but not constant and precious and exotic metals to be far and few between,on a planet anyways.So the landscape at large should remain relatively unmarred.

     

    As for new players Im sure there should be enough kept around through refreshing nodes or some sort of npc mission to build a basic ship ,perhaps have exotic and rare resources be finite.Stuff that gets used for endgame.

     

    Im sure they will have the game continue to be accessible to new players years down the road.

  10. I am going to see how well my designs carry over from space engineers Ive got a handful of fighters, some freighters ,communication satellites most of my warships rely a lot on how Space engineers works as a game but could still make some nice homages in DU.

  11.  I have been a longtime fan of sandbox and space games and this seems to be a great combo of them both.

     

    I am a pretty accomplished builder in Space Engineers and im hoping some of those skills and design concepts transfer over into this game.

     

    Im more into manufacture and design over front line combat or resource extraction (im a lousy pilot admittedly) but I can pull any role.

     

    If any of yall wanna hit me up when this hits alpha for faction or coop play gimme a holler the more the merrier.

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