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DevisDevine

Alpha Team Vanguard
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Posts posted by DevisDevine

  1. Levels of complexity and beauty will naturally increase the further you get from the arcship.

     

    Im hoping that LUA is unrestricted as possible. We're already restricted to premade mesh built items.

     

    The younger players and those not committed to the game wont make it far from the arcship. Those that do will purchase their constructs. And they're going to purchase the cool looking ones, not tge crappy ones.

     

    I agree, let us build and code as complex as we like. This is supposed to be an unrestricted free range game so let it be. Just like in the real world you will have some players better at things than others. I know from my time in eve I suck at market trading, lost out every time I tried it. But I can organize and run massive mining fleets as well as knowing whats profitable to manufacture with the goods. My friend however did amazing at trading with even low skills. 

     

    And you can always buy an advanced constructs made by someone who can code. The better ones will cost more but be worth it. 

  2. hi there! :D

     

    iam dead8eye (my real name? i dont know it in moment xD)

    23j from germany and be a free based creative build designer of ingame content :).

    also i mean, directly an ingame ,,designer,, of content ;) not an programmer or 3d modeller.

     

    in moment i build for the sandbox game ,,Empyrion: Galactic Survival,, the npc structures and stations what be in the game if the

    devs tells me about newer content. 

    other games i played in moment are, evochron legacy, space pirates and zombies 2, x3, x3tc, x3ap, starmade, fractured space,

    elite dangerous and some little survival games :D

     

    today ive seen in the mainstream DU and was thinking to buy a key if it completely or the testversion being released. 

    it gets me xD and now iam here on the forum.

    ive get over 12 years experience in space games since my 11th birthday. my first space games was freespace and freespace 2.

     

    i have little problems with other languages so .. xD please tell me if you missunderstand some things i write.

     

    hopefully i can help with ideas to support DU. now .... i dont know what i can write here anymore xD..

     

    lg,

    dead8eye 

     

     

    I am sure there are a few grammar nazis that are having a fit with your post but they will live. 

     

    With your experience I am sure you can contribute a lot to the community with suggestions to the devs. Maybe make a post sometime in the builders section on pros and cons of the different building features you have used in the past. 

  3. This is all very reminiscent of Elite...I'm guessing former player here?

    Um I have a few hours clocked in on the game. But was busy and never got a chance to play to much. When the released a full priced expansion it kinda pissed me off as the game had just released so I hadn't gone back yet. 

     

    I have 7 years in Eve Online though as well as the last 5 in various voxel games where we tended to implement emergency systems for large projects similar to here. 

  4. hi! :) there!

     

     

     

    the weapon types are the primary aspect of each space game. what ive found in the internet about the actually weapons of DU, many turrets can be installed.

    so my next question is - will small ships get turrets too or is it only for larger ships? xD

     

    the next one is, mining. this is an other theme, i know, but mining ships with weapons be the next one. 

    my personally feedback about that is, that mineing ships get not too much weapons, but drones be a good opinion i think.

    in eve you can install on your ship some ,,dronehangars,, for your carriers and mining ships. harvest drones or defensive drones for this one, ill hope will be integrade into the game, it will be very nice. 

     

    however, because the singleplayer aspect, it is not bad, but a complete game on server based mechanics ... i think DU is not the right game. sry if i misunderstand it a littebit but i think so, that DU will get the mechanic how elite dangerous, where you can only play on servers or online singeplayer. 

     

     

     

    As far as what ships get what, I hope they dont put restrictions. If we truly are able to do as we please, then as long as we meet the requirements (power, cpu, space and what not) then we should be able to put what modules we want on any ship.l

     

    Sure a fighter wont have a massive rail gun, but thats because of size and weight not that the game will limit you. If I want to put mining drills on my capital ship then why not? 

     

    I have always hated games that did that, and I get balance issues. But when you can make your own ships balance is out the window. It becomes more of a real world scenario. Clearly some setups will be superior to other, and DU should not cater to those who wine that it needs to be fixed. Railguns, Missiles, Projectiles, and Lasers are not all equal all around. Each has advantages and disadvantages in various aspect. But depending on technology, one may be a clear cut winner all around. 

     

    Let the players decide what modules and components they want on what class ships

  5. I dont claim to know HOW they're going to do gravity. If you could establish orbit, you could use the power from reactors for more violent means. :)

     

    I dont think theres a need to establish a real lunar or planetary orbit, unless they just want to.

     

    Well in SE I set up small turret satellites. They were just a reactor mass block and a turret. I then put a few dozen in orbit around my base in a gravity canal that I created. They were constantly in motion so no one could hide from them. And it also made them more difficult to shoot down or even know where they are. 

     

    Id like the ability to do something like that. 

  6. We are all just a little bit slow recently I think. We're all sitting here trying to decipher how the orbital physics will work when there is nothing gravity can do because we have "ANTI-GRAVITY ENGINES"............

     

    Really... how did we all miss that, you don't need to keep something in orbit by circling the globe when there is not gravity to pull you back down..... 

     

    +1 to Ripper!

     

    But what if we want to have orbiting satellites as defense platforms?

  7. Well then you just hire mercenaries or hire the local military as a defence force. This is where the emergent game play will shine. Where you need to consider trading not just items with other people, but other peoples time and resources to assist you in ways we can not yet think about, as we are not in the game :)

     

    I can't wait to attend something like this and watch the action unfold :)

     

    Also, 300 Posts.

     

    Liar, its at 303

  8. Whos to say THEY need to develop a race course. It would be interesting to see if WE could.

     

    I agree, I think its something players will do. You could set up tournaments for it.  That is until some pirate comes in with a planetary bombardment ship as people are gathered to watch. 

  9. Could be done in game like the racing course in Battlescape. Chopping it up like Star Citizen would be a mistake. 

     

    As much as I would love to play around with the various aspects of DU while waiting for full release, I hope they never cut it up into bits and pieces. I would rather them focus on the game and get it done a month sooner than toss us little scraps along the way. 

  10. Welcome. Take a seat and enjoy the wait with the rest of us man.

     

    I really hope DU pulls through. I got tired of waiting for SC and so many other games as they fall short on promises and only provide half a game.

     

    I have high hopes for DU as they are attempting to make the game I have been wanting for years now. Tobad I have to wait a few more before it is fully playable

  11. Well you could impliment frequencies if the devs want, or just channels. This would help players seperate traffic their systems will handle. But the point of me utilizing an identifier tag is to know what it means.

     

    And sure you can attempt to spoof it, but you have to know what it means to utilize it right, maybe I throw in a time code in there. If you copy my passcode later in from one you read it will flag it as outdated and invalid. But yes it would allow attempts for having and espionage. But players could Impliment their own countermeasures and codes.

     

    Triangulating is a different mechNic they would have to code for specifically, but it would be interesting. I'm something similar to scanning in Eve. Except you broadcast a signal. I see a strength amdaybe basic direction. I'd then need at least 2 more detector points to determine your broadcast location. Or maybe my ships movement tied in with a scan log can allow for pinpointing the location as I get more signals.

     

    It could then he an interesting strategy to locate and take out my command centers TX antenna to hibder the fleet. Oraybe in a fleet battle, determine which is the flagship.

  12. So going through the scenario I wrote up I started looking at what game features would be required for it to happen. AI and mechanical interaction components are needed, but both have a few discussions going. The one see lacking is a transmit receive function.

     

    What I mean by this is a system to send out commands that can be received by a module and used to execute a LUA script. It could be one combined unit or 2 seperate ones that would allow trabsfer of commands between ships. I have seen one post mention access codes on ships, but it didn't discuss how those codes would be sent/received. For red/blue statuses we could imminent a way to set friend of foe of players and corps in game, but what's the fun in that. After all DU is about letting the player have the freedom to implement what they want.

     

    What I propose is a 2 module system that can tie into a ships DAU system, and through it LUA scripting. A transmit module and a receive module. What is would transmit could be simple bytes, maybe 8 or 16 bytes per execution. The players can then build their own communication system around that.

     

    Example 1: I have a TX module on every ship of mine. They are set to send out a command ever 60 seconds (or when pinged but that's more complicated) I warp into an allied controlled region and it broadcast "AA BB 1A 2B 01 02 03 04" a 8 byte hex string. My Allies pick it up on their receivers. Now to some people it looks like junk, but we have a predefined code so to them they see "AA BB": FOF signature tag. That tells them how to interpret the rest of the message. "1A" indicates Sylph alliance "2B" is Redstone Masons. The final sequence code "01 02 03 04" I my unique identifier, either Corp or player specific. It checks out, weapons stand down and let me enter.

     

    Now if the code was wrong they could have their own scripts to act on it. Maybe it's an expired code or someone who was discovered to be a spy. Instead of blowing them up you could send alerts and track their movement.

     

     

     

    Example 2, the fun stuff: We know AI will be a thing, however the level likely limited to the programmer. Imagine I have some decent AI drones, eneough to identify individual targets and attack when it's flagged as an enemy. So I have a few drones orvitig above my base. When an enemy comes in they attack it, but if I had ally defenses present and visible, not only would an enemy know my full force, but they could also drop in and attack them without warning. So I have a few dozen drones that are powered down and hidden in various locations.

     

    The scanners pick up eny ships, they see that there are 4 ships and a total mass of 20k tons. I have them programed to activate the sleepers if over 5 enemies or a total mass greater than 5 tons. Failing the second check it sends the command activating dozen more drones who begin engaging the enemies.

     

    Now maybe I give my drones a priority list to target ships by mass or range, or maybe it's fire at will. These tactics may not be the best to engage with. Down below I enter the command center when the enemy alert went out. I issue another command that tells the drones they are under my control now and begin tagging targets by priority. The drones begin converging and instead of scattered fire they all target a destroyer, high damage low armor I want it's DPS eliminated quickly. Once it is down I then send a command to frigate drones only, switch to eliminating their fighters while the rest move onto the carrier itself.

     

    All of these commands would be predefined commands I encoded for targeting priority while they follow their normal attack routines. All handled by a few simple bytes transmitted. All sent from my command chair where I could have a combination of buttons for message tag types where I just enter the ship ID that is displayed on screen from a satellite in orbit as it streams data packets of what it sees.

     

    Having this function would allow a new level if interaction with every system you have, and the basic TX/RX system I described is the core of every water currently communicate digitally right now.

  13. Interesting read, lost me a little bit in the beginning when you were introducing all the ship and I just didn't know what was what, can't really say I'm a fan of all the SG though, kind of want DU to be it's own thing and not borrow from other stories to create it. 

     

    The only part that I don't like is the "recharged their FTL drive for the first of several long jumps", as I don't want a FTL system that relies on multiple jumps to get from A to B.. I'd prefer it be one continuous movement all the way there, you just need to charge it longer for a longer distance maybe?

     

    But all in all, interesting read would be interesting if this actually came to happen in the game too :)

     

    The large ship shown in the first DU images is a Daedalus class BC from Stargate, well at least modeled off of one. My icon is also the Daedalus, first in its class built by the Tauri. The Asteria is my ship, I first built it in starmade and it is a modified Daedalus hull. I have intentions to modify it further so that likely it would be its own class. And while there will be plenty of unique ships, you have to understand people have always wanted to fly the iconic starships from movies and shows. How many Enterprises do you think there will be? The story is its own, the only think taken from Stargate is the hull design itself. 

     

    Well as we didnt know what system DU will have I just went with that one. If it is a continuous I would expect there to be no charge. Just a maximum speed you can sustain for the duration and maybe an initial energy burst in the beginning to enter warp. I would much prefer this as well, at least for long distance travel. 

  14. Fine, but only if I can bring my Avatar or Leviathan.

     

    I once had a Thanatos in Fed space thanks to a CCP screwup. 

    Ill probably build something like a Nyx one day in DU. 

     

     

    Don't worry about me I'll just bring myself and my quick hands while your all greeting each other and leave a little wealthier ;)

     

    Have fun with the defense turrets. Or maybe ill let you take it so I can track it to your base. 

  15. Problem is, you could ask all them questions but i think Nyz is bound by the devs to not say anything that can be taken wrongly, and only give out 100% accurate information.

     

    So the chances that anything about the gravity and transferring from planet to planet will be confirmed is low for the time being sadly :(.. Unless Nyz's is feel generous :)

     

    In my opinion it will be the first of the 2 that I mentioned. Where gravity has a limited range  and it is either off or on. 

     

    The reason I say this is because we know they are doing what they can to keep resources of the game low. With a real world gravity system there are vastly more calculations that have to take place to determine the interactions between objects. Having an on off system is easier to implement. 

     

    Of course thats my opinion and they are shooting for realistic, Newtonian physics. It would be cool to be able to put in orbiting satellites if they allowed orbital mechanics. 

  16. So I want sure if this was the best place, maybe it should be moved to the General Discussion thread, or possibly game mechanics. I decided to post a short story of a scenario I envision happening in game. I don't fully know all the mechanics that will be available but my story highlights some mechanics that I hope are available. It also sheds some light into how we operate and things we tend to implement when possible in games. Sorry that my writing sucks, I usually just focus on the story. 

                   

     

    It’s a barren world, covered in vast deserts and lakes. In a large lake on the North continent the water begins to stir. Slowly a rectangular chain wall begins to break the surface. It is a half a kilometer long and 200m wide. As the wall breaks the surface the water inside begins to rapidly drain away. As it does a large metal door is exposed and begins to slide away exposing a massive chamber.

     

    Slowly a Daedalus class BC, the Asteria, begins to rise from the chamber. It is over 400m long and covered in turrets, a bit unfinished but it was combat ready.  As it emerges it slowly begins to ascend, thrusting lightly as to not damage anything below. As it clears the hangar the doors closing behind it and the walls recede allowing the water to rush back over. Once it is several hundred feet above and the water is covering the doors again I increase the thrusters to full. Angling upwards I quickly gain altitude and enter orbit.

     

     

    Once in orbit I set the nav point and activate FTL. It is just a short jump to a nearby asteroid belt in system. Once in FTL I activate the defensive AI and head to the hangar. The Asteria is a bit more than needed for a mining trip, but I like to take it out for whatever reason I can, besides it makes for a good guard while mining. The right hangar contains a smaller miner. Equipped with multiple laser miners and plenty of storage for the ore I mine.

    Once the Asteria drops out of FTL I look at the nav feed to see it is all clear, not many people are in the region so I never expect anyone. Occasionally our sensor drones pick up an explorer that comes through, and so far the neighbors that are nearby have not located our base. I send a command to open the bay door and start up Little Bite’s engines. Slowly I emerge from the hangar and begin thrusting to the Trillium asteroid 1km starboard.

     

    Slowing down on approach, I line up near a cavity in the surface. I had been here already and cleared away most of the rock around the Trillium core. I activated the miners and watch the surface of the asteroid as the matter dissolves away funneled into nanocells for storage. The power is a bit insufficient so I have to pulse the lasers, allowing the power cells to recharge. One of these days I will quit being lazy and fix that, but for now I watch as the Trillium begins to fill up my storage with a few traces of rare elements. I wonder how many more trips will be needed to finish our capital ship.

     

    Suddenly an alert pops up, one of our sensor arrays in orbit around the planet picked up something. A small vessel entering an FTL jump. It must have been a stealth ship observing the planet, shit. I quickly cut the lasers and thrust away from the asteroid. I align and burn towards the Asteria, coming in for a hard landing. As soon as I am in the hangar I send a command to close the hangar doors and begin charging the FTL as I dock Little Bite.

     

    Sprinting down the corridor I arrive at the bridge, there’s still a minute left to charge the FTL drive. I sit down and pull up the sensor logs as I wait, aligning the Asteria towards the planet. No sign of the stealth ship entering orbit, it must have traveled in and been there a while. Just as I am about to jump the sensors pick up 3 FTL signatures dropping in orbit around the planet. All quick moving destroyer class ships. I adjust my coordinates to their location and enter FTL. Just under a minute until I exit warp, all I can do is wait, all guns active.

     

     

    As I drop out of warp I am just 10km from the nearest destroyer. One of them is clearly a planetary bombardment design and is lining up to fire below, centered over our base. The stealth ship must have been there to determine our location. The planetary bombardment destroyer was already unloading its kinetic kill projectiles down onto the planet and the other two were firing missiles down as well. As soon as my targeting sensors had a lock I unleashed everything onto the PB destroyer, catching it by surprise and ripping through its rear shields, and penetrating deep into the hull. A lucky shot destabilized a reactor, causing an explosion that ripped the back end of the ship off crippling it.

     

     

    As the kinetic kill projectiles entered the atmosphere turrets on the surface were already coming to life. Pedestals were rising above the surface of the water with SAM and Flak turrets. The Kinetic kill weapons were hard to track and shoot down, but a few were broken up before impacting. The remainder were stopped mostly by the water, with no energy left by the time they hit the hangar door below. With over 2 dozen flak turrets almost all of the missiles from the first wave were taken out. But it was clear they knew the base location and were here to destroy it.

     

     

    On the Asteria I launched the 2 dozen fighters I had onboard and routed shield power forward. The remaining 2 destroyers quickly began turning their fire onto me. I began launching missile volleys but my laser capacitors were completely drained from the opening attack. Even without it my missiles are overpowering the shields slowly. As the fighters reached the ships they began circling it in tight orbits, not doing much damage with the shields up, but distracting the automated turrets and reducing fire on the Asteria. My shields were at 85% but slowly dropping as their missiles start leaking through my flak cannons. As my laser cannon reaches full charge I fire it just as a volley from my rail gun hits, collapsing the destroyers shields, but it remained largely intact. However the next volley began to destroy chunks out of the hull. It was quickly gutted by missiles and left crippled.

    About then, large explosions begin erupting on the surface below. Starting from the center and stretching out in a line nearly 3km long they begin spreading outwards to nearly a kilometer wide. The false bottom of the lake is being blown to pieces, allowing all the water above to rush in below as it does. The emergency evacuation protocol has been initiated, meaning help is on its way. As the dust and fog begin to settle there is a massive swarm of small drones released. Just small battle space drones, they allow sensor feeds of the area and also act as an overload for enemy sensors. Shortly after another loud eruption as the Radials booster engines fire, slowly lifting it clear of the opening.  

     

    Upon discovery of the stealth ship, Drakyn Ral quickly began activating its systems and moving what he could from the base into the Radeal. Its hull not more than half finished, very little systems were in place and functional. It had minimal power, thrusters, shields, and FTL with very few turret placements mounted already. I wasn’t even sure if Kloydeb had gotten around to uploading the AI to them so they would function at all. And none of us were sure that it could even break orbit. It had a booster system attached as an emergency launch system, but it functioning was all theoretical.

     

    Before the Radeal could reach orbit 10 smaller 50m long frigates exited FTL in the battle space above it. They quickly targeted the remaining destroyer, and with their DPS added to mine, its shields vanished. It was quickly engulfed in missile explosions, shredding the hull. The drones were part of the emergency protocol, and when active they activated their FTL and jumped in from deep space above the solar system.

    The hangar below was gutted and scorched as the engines fired, but we never intended to use it again anyway. As it reached orbit the booster system was released and fell back to the ground. The ships frame stretched 2.5km long and 500m wide, at the widest constructed points thus far. With only the basic frame in place for most of it, it looked almost like a rectangular box with some buildings stacked on top towards the rear. The front end was one giant hangar, large enough to swallow the Asteria. The side hangars were only beginning to be built, with small juts sticking out from the main hull.

     

    As the Radeal broke orbit it released more battle space drones followed by another 4 dozen fighters that quickly began to disperse in the battle space. Hartomo and Kloydeb each emerge from the Radeals hangar in Raptor class cruisers. But it didn’t stick around, with its FTL charged it initiated a quick jump out of the battle space where it would charge its drives for its travel to the beta base. We stick around and ensure that the Radeal enters FTL before charging our own. The Raptors quickly charge theirs and follow as escorts, but with my capacitor banks tapped from the battle it takes even longer than usual for me to charge my drive.

     

    Just as I am about to jump into FTL, my sensors light up red. With all the battle space drones feeding sensor data I quickly get locks and accurate tracking data on over a dozen ships. There are 2 capital class ships, a carrier and dreadnaught, both more than twice my mass. 2 BS, 4 BC and an assortment of cruiser and frigate class ships. The battle space lights up with explosions as their AI begins targeting and taking out the fighters and drones in the battle space. Immediately 3 of the AI frigates vanish in explosions.

     

    Not intending to stick around, I rapidly hit the FTL as it charges to completion. Just then a massive shell strikes my nearly depleted shield, punching through and ripping a massive chunk out of my right hangar bay. What is left of Little Bite floats free into space. Thanks to redundant and dispersed systems most of my ship is functional, including the FTL drive. Before any interdiction nets could be activated I slip into FTL, clearing the battle space. Within a few minutes I exit FTL near the Radeal. It got away with minimal damage, mostly from the debris falling from above when the lakebed was blown. One of the shield emitters wasn’t fully functioning and let some debris through, impacting the hull. The Asteria’s damage was a bit more extensive, but no major systems were hit. Most of the hangar will have to be rebuilt, but there weren’t many components and systems that were destroyed. We waited around until everyone recharged their FTL drive for the first of several long jumps to the beta base. For the rest of the crew who weren’t able to respond quickly enough, they will get there a bit quicker, as out in the void here there aren’t many RNs that they can spawn at. With Alpha base destroyed, Beta base will likely be the closest. 

  17. I don't believe there will be a hindrance, because there is no unfairness about it as you can trade/sell your scripts I think (not 100% sure).. So if that is possible whatever is designed/coded is kinda available to everyone. not sure if peple will want to sell them but the option is there, it's not locked to a single person.

     

    So I too hope/ think there is no hindrance to coding lua.. I've just got to sit down somewhere and learn it ><

     

    I'm not sure about trading scripts directly, but that could be traded outside the game as well. But in the Dev blogs they did mention making a control system and selling that as a type of module. So I could design a targeting and firing system and sell the DAU for that to others. But yes, someone will have to be willing to sell their hard work, and while I know it will happen eventually I think the best of the best will have their own unique scripts that will be kept to themselves or their allies. 

     

    As far as LUA, I put off learning it for MC FTB and the turtle system but I took a look at it this week and its a pretty simple language. The biggest thing is knowing the call functions available. However I am an Electrical and Computer Engineer so I know a few programing languages and most of the guys in my group do as well. 

     

    I would suggest learning the basics of coding and how things work, essentially understand the logical process of it. It can be LUA specific since thats the language you will use, but any works. After that it is just seeing what functions are available to you in the environment you are in. 

  18. You do realize that you'll not be able to make that ship for months right?

     

    It's been said that no-one will be able to leave Alioth within the first few months, even with basic starter ships, so you won't be able to make that straight away anyway, and by the time you do make it other people would have made something similar/better.

     

    Also, I disagree 100% with anyone keeping something like that to themselves (that has been designed in the beta) because something like that is a 'big' advantage over other people who are starting on start day and don't have any blueprints. If it's on the NPC market for a fair price then keep it all you want, other people would have it also they just wouldn't be able to edit it (as it would be a copy BP not original), but you wouldn't be able to sell it.

     

    I don't want to come into the game the first week and see ships like that on the market place that have been built in the beta so that beta people can get a advantage over the new starters.

     

    Also, it's beta, why would you build something like that in beta? Beta is supposed to be for testing the game (and playing a little) to make sure that it's working correctly for launch, it is not a place to build/construct things that you want to use in the released game.

     

    {After Re-reading my post}

     

    In fact I've turned myself off the idea of players keeping anything from the alpha/beta unless it's transferred to only exists as a purchasable item/BP from a NPC vendor.

     

    Reason for this is self-sabotage. You could create the greatest ship possible, with all the bells and whistle, then remove all the major elements that make it great. It's then uploaded to the NPC shop as the sabotage version that people can buy but cannot edit.

    While you have the master BP and just add back on the elements required to make it great again, giving you a massive advantage over other people because you still have you great BP given that you can remember where all the elements go.

     

    Giving the creations to the NPC vendor ONLY so that even the creator has to buy a Copy-BP, that is not editable, is the only fair way I can think about transferring over anything created in alpha/beta.

     

    Someone somewhere till find a way to glitch/cheat through the alpha/beta transfer and give themselves an advantage in the start of the game. I want a fresh game where the only thing people have from the alpha/beta is there knowledge and that's it, anything else would give a unfair advantage.

     

    Think about if you could transfer simple buildings/ machines that didn't do anything other than help you start the game off better. Like a very basic mining machine that allows you to get rare resources from day one?... Not Fair.

     

    If you want something you built in alpha/beta that you can edit/sell..... Build it again.

     

    nora,

     

    Where you say months, I say weeks. My group and I excel at rapidly advancing in games like this. In all sandbox games we play we are accomplishing massive feats that take most months to complete, if they can at all, in weeks and sometimes days. In MC FTB there was a server admin who worked with the mod developers to write the code and optimize features and functions. A project that took him 6 months to complete, we had one 4 times the size within a month. Something he thought I was joking about when I told him week one that we would do it. We are really good at focusing on goals to rapidly advance. For those who play eve, how many payers have built their own motherships from harvesting the resources, freighting them, and constructing it yourself. We had a 6 man corp that ran the logistics for an entire alliance, we achieve goals that are ambitious for a large group as a small group often. 

     

    And I see that the Devs often stress that some projects will be long term and take large groups to complete, I do expect some challenges. But I intend (and see it as a challenge) to advance faster than they intend. Skill training times and implementation delays aside I plan on being on the front end of things being done in the game. 

     

     

    As far as the ship being built in the first week, I dont expect it to be. I do intend it to take a lot longer to construct. Therefore having the BP carried over from Beta wouldn't really give me an advantage. But I would like to begin the design as soon as I can. In fact it would likely be a shell for a long time until I am ready to constuct that way I would be using the latest and greatest modules available. 

     

    And you are correct that the alpha and beta are for bug and feature testing. And the smaller ships I would start with would test that. But you are forgetting that the virtual creator system is part of the game and must be tested. It would help me learn the build system, figuring out what works and doesnt. 

     

     

     

    And it is funny you mentioned glitching/cheating through the beta to release. A coworker and I were discussing things you could do to your ships that would give you an advantage. Not just in beta, even after release. I wont say what we are thinking, and until we know more about the mechanics it may not be possible. But if it works we would want any and everyone using our ships. 

  19. Yeah a simple LUA script will not be a proper substitute for a player sitting at the controls.  At best it will be a back up if you are shorthanded or the character gets taken out while shooting or something.

     

     

    I would expect to be able to configure fully functional turrets that are controlled by LUA script. However, coding in things like priority and focus firing of the turrets to coordinate attacks will be more complicated and something only the experienced coders will be able to manage. Because of this, having things like AM and flak cannons AI controled will probably be best. I would think the AI would have better tracking and aim. But your main railgun or lasers will most likely be better off controlled by a Human. This would allow better control of target selections in a rapidly evolving battlespace and likely worth the lower accuracy. 

     

    I do hope there is no hindrance on those who wish to design the more complex system and allow players to solo pilot any ship if they choose. 

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