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DevisDevine

Alpha Team Vanguard
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Everything posted by DevisDevine

  1. My only concern is without ratting (pirate hunting for the non Eve guys) where will the money come from for players. Since there won't be missions and no player made currency. Even if combat guys can make money from hired guards there's no initial start money. There won't always be guard duties or an enemy to fight so what will strictly combat guys do. I know that's off topic but hopefully they post a blog on money taps and sinks soon so we can get an idea of what their thinking to open discussions.
  2. Well they did say they it wouldn't exist. But I agree if it did. Any ark protected planet is immune and it would take immense resources.
  3. But in an endless universe there's infinite biological resources. Besides a lone wanted man could be hiding on a barren planet and you have to hunt him down. I don't wanna have to search the whole planet. I'd much rather blow it up.
  4. Reminds me of some of the events in Eve. I would really like to see things like this imimented eventually. As NQ said, it's best to get the basic tools first. Besides players will need time in game to advance before they can handle something like an alien invasion. Would defiantly stir the pot. Could you imagine an immense alien fleet landing in your enemies system. Without help they will be anilated. You could help or you could sit back and watch them be destroyed. But who know if you will be next.
  5. I do hope there is some form of Npc being in the game to give pve for those who wish it more. I had suggested an ark AI going Skynet, killing it's passengers and creating drones to spread through the galaxy. Maybe there's an alien race trying to battle them off as well. Maybe the little grey watching us saw out plans and tried stopping us. The destruction of earth was their plan after all, we were deemed to dangerous. They weren't able to stop all the ark ships, and on some the AI protected itself and went rogue to take out the greys after its passengers were killed.
  6. I agree with Nora. I was going to suggest having a player direct the nanobots in areas most critical, otherwise maybe it is a nearest damage first mechanic. Also since it is added skills will affect your efficiency at thing, maybe a repair tech running the station gives a boost to speed or efficiency. Same could be said for all aspects of a ship when looking at crewed vs AI controlled.
  7. I am fairly certain Aliothians were a race of people in Stargate Atlantis as well. Regardless, as little time as I will spend on Alioth, I don't think I could consider myself an Aliothian.
  8. Hey there is a tactical side to this that is not inherently hostile. I'm out exploring and I find a star system with only one and that's habitable. I wanna build an outpost here for its strategic position, or maybe for asteroids. Well once found the planet is likely to be colonized. So I blow it up (maybe creating more asteroids) and now the system looks barren and useless so explorers move on
  9. @Jonny (I always think "Heressss Johnny" when reading your name) Stargates won't be the only method of travel, just the fastest. In fact from what is known it is likely all stargates are player built and needs someone to travel there first to build it. They are also said to be expensive so likely a rarity at least in the early days of the game. Explorers will be using some form of FTL travel that is not gate to gate, but slower. They haven't said how slow yet. This would allow you to enter and exit systems where ever you like. Also, I'm not sure you understand the idea that DU will be procedurally generated and thus endless. Devs won't need wormhole to open new space, people just need to travel out there. Now using them for special events is a good idea.
  10. It has been that the morpher is limited in capacities. Something else will be needed to make more complex components. It was also mentioned that while the morpher can mine slowly you can unlock better tech to mine with. (I'm hoping it's not all just handheld and have some fixed or ship mounted rigs) So naturally I would assume that while the morpher can repair, there are better systems to use as well.
  11. You obviously havent spent hours on end in EVE warping gate to gate only to have the enemies run or the fight end in minutes.
  12. Well rest assured, form what the Devs have stated I will not be able to code a 'devistating fire arch with unlimited range'. That would be programing in a new weapon, which I wont be able to do. What I can do is write a script that tells it to target you when my sensor sees you and fire when in range. But you will have the same guns as me, the same sensors, and all the same components otherwise. The scripting only effects how theses modules talk to each other and react.
  13. Well there is a 3D design system in the game, and your knowledge of 3D modeling as well as your talent at doing appealing designs can be utilized and give you an advantage over me on that. And it isnt like they are requiring you to learn Java or C++, Lua is to programing what the modeling systems these games use are to Maya or your 3DS Max. Just because my advantage is in coding and yours is in designing means nothing, infact thats when you partner up. You build the ship, I build the systems then you both profit. I hope I can automate everything and solo pilot ships, I dont like the idea of requiring 20 people to run my creation. Granted it may not be effective, but as long as I can make it function.
  14. You misunderstood my statement. You do not need to, but it will be advantageous if you wish to have more control over your construct. Have you read the Dev blog on LUA and DPUs? If not please do. The Devs have mentioned everyone will have access to basic control packages to control their constructs without learning LUA, but for those who wish, you can design your own control systems. There will be limits on what you can do, as the modules that your are wiring together can only do so much. Think of it this way, I am not programing a turret that has massive damage and fire rate, I am telling that turret what and when to fire, but it has predefined set parameterless. In a normal game (think SE or Emperyion) your turrets follow a predefined script based on what is detected and its enemy status. You CAN use the package like this that will be provided, or you can write your own, or you can buy one that is better for what you want. But what you cannot do is progam an ultimate weapon, just how it reacts to stimuli. And I dont see what the fuss is about starting on 'equal footing', no one is on equal footing. Those who have good hand eye coordination and play a lot of shooter and fighter games will be better at combat, those with military training will be good at tactics and leadership, those with business background will be good at running an organization, some people are good at trading and know tips and tricks, some are good with art and design and can make really amazing looking creations, some just know how to balance systems really well for a great construct, others can think large scale and set the goals needed to accomplish the task. People will be naturally good at things, all you are doing is adding programmers (really anyone who can break a process down into logical steps since scripting is easy) to the list of people that will have a niche advantage. Would you want them to say that you cannot build your own ship as well, since I know people who are much better at amazing looking designs than I am and it gives them an unfair advantage. Or how about banning any CEO or business owner from running an organization since that is an unfair advantage. No, because that would defeat the point of the game, it is a game where you can do anything you wish, they are only giving us the physics to work in, just like the real world. Do what you are good at to excel at the game and let others do what they are good at. Find those that can do what you cant and form a group. Or use it as an opportunity to learn a new skill. I know a mathematician who learned LUA scripting for MC and he loves it, now he is going to school to be a programmer. I am a very logical and data oriented guy, my degrees are in electrical and computer engineering. I never once touched LUA when we played , even though I could have. I left that to him to learn. Instead I played around with aesthetic builds and running the group. But we all had our niche we were good at, but none of us knew it all. I knew the power system in and out, down to number crunching on efficiencies, but I had no clue how the ME system worked, or the magic mods in the pack. But I could still play the game just fine. So dont let the fact that you can script certain interactions turn you off from DU. It adds a whole new level to the game and what you can do with it. If you never wanna touch it, fine. Need a control system for your spacecraft, use the one provided or buy some from the market and install them. Do what you are good at to make money and let others do what they are good at.
  15. I was under the impression the DPU control system could be sold as a package when I read the Dev blog. Because they discuss having basic control packages available to all to use with their constructs without learning LUA. I get what you keep going on about, but remember, we are not scripting game elements. Just linking the functionalities of in game items. We cannot create new functions. And I have to state this because it is annoying me. LUA is not a programing language, it is a scripting language. Theres a difference, and a whole order of magnitude for complexity. It is seriously a string of "if this do this" statements. And the Devs have stated already, you do not need to learn LUA to play. Personally I am glad they are doing this, afterall the game is marketed as 'you can do anything'. If I cant determine how my constructs behave and react to inputs, how can I do anything. You will have the basic control packages, that would be the same as if they hardcoded them in, but then you can modify and change them as you please. Or buy someone elses if you like what they did.
  16. Sure you can repair a ship with your hand tool, but if you can fit the tech in your arm why would you think you couldnt upscale it and put one on a ship? I see the morpher as a bare survival tool. You will always have something to start over with, but I would expect it to be obsolete with better tech that you craft using it. A better repair system would be one of them. Ofcourse I would expect it to come at a cost though.
  17. The thing is, if the sig radius is low eneough, why would you be able to detect anything. Thats why signature strength and scan strength would make a better system. Furthermore, with a fixed radar system, you can get a fairly accurate location of an object that is near eneough to you with just one unit. It is how our current radar systems work. You send out a pulse in a given direction and wait for a response. The angle you send it out gives the vector from your location, the response time gives distance. By doing this over and over all around you, you build a 3d map of objects. Utilizing 4 (not 3 since we have 3D space. Although I believe in some scenarios 3 can pinpoint an object) allows you to pinpoint an object that is radiating an omni directional signal. One gives you nothing, except distance if you know the original signal strength, which you likely dont. 2 gives you a circle, you can determine a ratio between the signal strengths for distance from either scanner, but this produces a circle where they intercept. A 3rd probe would narrow it down further to 2 points on that circle, but i believe some scenarios could lead to an exact location. And a 4th would determine exactly which of these it is. And the spread of the sensors increases the resolution as well. I could be a bit off or completely wrong on this, it has been years since I slept through signals and systems, and a while since I've scanned in eve.
  18. @ripper. Maybe not implemented individually, but it could be a combined measurement. Something like Eve , the mass and size of the ship, weapon systems, thrusters and boosters all effect signature radius but combine to one number. It would be great to see all of these things affecting detection and tracking. A cloak could then simply be a device to reduce these emissions overall. And larger and more scanners could work together to detect smaller signature radius. It would give some skill to cloaking along with careful ship design
  19. Thats what I ment by morphyour ship. Could you imagine restructuring your ship in various combat situations. Especially small fighters. Morph to a higher verticle thrust configuration for planetary combat and all around thrust for space. Gatlin guns for dogfights and large missile launchers for bombardment in the same ship. That truly shows the power of nanotech. And besides having the nano controller in the same location, why not let them change the whole thing. You have to wait for it to deconstruct and reconstruct but so what. I think it would be an amazing feature. A whole new level of design would be making multi purpose craft that can morph with minimum changes to reduce cost and increase change time.
  20. Ok so specifically scriptable objects involved with space flight. Well if we has TX/RX commands and our own nav beacons then navigation would be one regardless it is assumed we will have some sort of coordinate system, with a sensor to detect your current location and an input destination. You can script an auto pilot. Pure elements that should be controlled by a DPU and thus are scriptable include turrets, sensors, thrusters, control console, and generators.these are ones I know will exist in some form. Others I would expect to see are communications, shielding, mechanical components control (or pistons and rotors), camera/displays, fabricators, mining drills, and fixed weaponry. Is that more in line with what you are looking for?
  21. So are you only concerned with depletable resources that would run out or buildup like heat that would hinder your ability to fly? I would like to see some sort of player made coordinate system, although most won't like it. The ark ship always give you a beacon home but you have to drop beacons to allow a 3D coordinate system to be determined. In that way it would be a variable, not just data that is there.
  22. Armor/shielding. Somewhat health but also will we need protection from harsh environment? I believe it was said that temperature was not planned for now. Oxygen: supply/ generation You said fuel, but I would specify thrust and controls. Will there be gyros or hourly thruster controlled rotation. Navigation. How will you know where you are out there.
  23. I could agree with that. I just said components would require a BP simply since their more complex, regardless if the game knows it or not. Maybe a support ship can only repair damaged items unless it contained the actual no of that ship. I could go either way on this. But I think the ship itself needing a copy in the repair unit is a must. At least something that represents the blueprint, could be just a snapshot you plug in since you will likely be constantly upgrading and modifing it.
  24. @Ripper Not necessarily. That would be one way, but any repair station onboard could broadcast the BP details to the support ships. But it would need to be somewhere. It could also be assumed that the nanobots and controller are smart eneough to repair simple damage, holes and dents in basic hull, without a BP but not more complex things like systems and components. I think the need for a BP is more because of the game itself. It has to cross check against something to know what is damaged and how you want it fixed. So onboard the ship should be sufficient t for the logistics. It would also allow for gaming systems to be implemented shutting down the logis ability to repair. Another interesting side effect of this is the ability to morph your ship by swapping blueprints.
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