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PurpleAnt

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About PurpleAnt

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  1. [Updated] Player-made Safe Zones

    What if there were two kinds of SafeZone generators? One for ConstructSafeZones and one for Construct-PlayerSafeZones. Construct-PlayerSafeZones would be used in cities and industrial buildings. Construct-PlayerSafeZones would be unable to move. Because having Construct-PlayerSafeZones would make pirating impossible. ConstructSafeZones would be used on big ships, these safe zones would be movable, but only protect the construct, not any players. So pirates would be able to infiltrate a ship and fight for it, but not be able to just blow a hole in it. It would make for more tactical piratery and not just "Let's just blow a hole in it and jump in" I think these safe zones would also be used for military bases and such. Because if you used the Player-ConstructSafeZone the enemy could just walk into your base and gain info without you being able to damage him. So yea, let me know what you guys think
  2. [Updated] Player-made Safe Zones

    Here's something to think about with safe zones. I don't think anyone has talked about this yet, just ignore me if someone already brought this up. No one has really talked about how these Safe Zones work, I'm not talking about how they're powered or anything, I'm talking about what happens when you enter one. So I think there's two things that can happen. When you enter, you can't destroy constructs, but you can however, damage players. This would be my preference and the most realistic thing to do. With this we could have PvP arenas, where players can damage players, but cannot damage the walls and escape. When you enter, you basically can't do anything, no destroying blocks, no damaging players. You just kind of walk around. So yea, the point of this was to say "We should be able to fight within Safe Zones, just not break blocks." And to add some realistic science-y things to make this make sense to people who like to over complicate things... When you activate your "Safe Zone" what it does is basically hold the atoms and stuff of the construct together, as if they were super-glued or something, but at the atomic level. Does that make sense? I'm bad at science
  3. Twerkmotor just thinks everyone works around his logic, even if his logic doesn't make sense.
  4. Locking Your Ship

    Point proven
  5. Locking Your Ship

    You really like to blow things up, don't you
  6. Respawning

    Thanks for the info
  7. Respawning

    So I was thinking, where would we respawn? In the book it says that we would respawn on the Arkship thanks to the Resurrection Node. So if we respawned at the Arkship, we would pretty much have to start over unless your friend can pick you up in a ship. I was thinking, what if there was a Resurrection Node element that you could add to a base? Now, I know what you're thinking fellow forum user. Well, to counter this argument. Building a Resurrection Node should be decently expensive You should have to build one Resurrection Node per person You should have an option on death to either "Respawn at Arkship" or "Respawn at Resurrection Node" You should only be able to have one Resurrection Node in use at a time. Respawning at your Resurrection Node should take time, because I'm pretty sure printing a human takes more than one second, so let's just say 1-2 minutes and respawning on the Arkship would be instant because of the superior technology. You should only be able place a resurrection node on a base, not a small ship. So maybe you can only place it on a construct with over a certain amount of voxels. That's just my idea for respawning, don't be like RandomForumUser26(can we make him into a meme on the forums?).
  8. I like it. I think it will also decrease the amount of people starting wars for no reason(we all know someone is going to start a war for no reason). And in SE, what people would do is store all their materials and fly over to someone's base to scout it out, not caring if they died because they would just respawn on their ship.
  9. Locking Your Ship

    CaptainTwerkmotor just went into more detail.
  10. Locking Your Ship

    Now you're starting to give valid arguments
  11. Locking Your Ship

    That's not what Falstaf said. I think that's just what you want to happen, not what's actually going to be implemented in the game And that's actually a good idea ^
  12. Locking Your Ship

    Thanks! This is exactly what I created to thread to know/talk about.
  13. Locking Your Ship

    I don't think some of you guys got what the point of this thread is, and maybe that's my fault for not being specific. So here I'm going to be more specific about what I want. So I do actually want hijacking to be a thing in this game. I just don't want it to be as easy as jumping into a cockpit and flying away. And like I've said before mrjackobean came up with a system that I think is very nice. So while I do want hijacking in the game, I want it to be somewhat difficult and require a bit of a high skill in hacking. I don't want it to be impossible or semi-impossible to hijack a ship. And obviously hacking would take time. So you wouldn't go into a city and go hijack a ship, because people would see you and probably call someone or hit you(I'm thinking that if you get hit while hacking, even if it does 0 damage, you'll have to completely restart the process. But yea, I didn't want there to be any passwords, motion sensors, or anything that you can't see yourself cracking within a couple minutes. On the other hand, I do want it to be somewhat difficult to a beginner player. And even take time to do for an elite player. I want it to be balanced between being able to hijack, and not being able to hijack/being able to stop a hijack. Can you see yourself guessing the password to even 1 door? No, and also, it would get really annoying to get in and out of your ship. Entering 3 passwords every time. Also by the way, I was talking about cockpits in this thread but I think we should address doors that would be on a ship. I think it would have the same properties as a cockpit. You hack it. It jams open. Then this creates a reason to use turrets and other defences. Basically, I want hijacking to be accessible, but not easy.
  14. Of Gods and Men - a backstory

    I like how you made that reference to the book by mentioning a guy on the roof, also the whole thing is just as good as the book good job. SPOILER ALERT FOR THE BOOK BELOW For a second I thought the guy in this story was the one who killed the main character's friend in the book, maybe he is. Only you know that.
  15. Political Science (The Aether Backstory Part 9)

    Maybe I should already know this, but is the Aether a cult? If it is, that's cool, it adds something to the universe.
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