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AlexWright

Alpha Tester
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Posts posted by AlexWright

  1. Just a colonist but I would love to apply for a job in the Security force, is there much room for promotion? Are we able to move between roles if needs permit? Hope to hear from you soon!

     

    ​PS

    I'm going to be putting a lot of hours straight from launch, love voxel games and space so this is great. I'm usually very involved with Guild's/Alliances/Crews so you can expect a decent hard working fun player if you let me join :) would love to jump on the game for launch with a plan in action with you guys!

     

    Please check your private messages!

  2. Fleet Commander A. R. Wright,

     

    I am a recent graduate of the Stellar Research Initiative - Lambda 7 campus with a major in Xenogeology. I have heard excellent things about the Cerberus Expeditionary Force. Namely, based on my thesis at graduation, I want to utilize my training in exploring and indexing those planets that we have yet to discover. To show off the natural wonders of the interstellar world in a way that brings the C.E.F. honor and prestige as scientists and innovators.

     

    I respectfully request a position on the Providence under the Chief Science Officer to perform those actions as required as a member of the Research Force. Although I have very little experience, I will devote my energies in developing those skills that would make me a valuable asset.

     

    Attached to this transmission will be my Curriculum Vitae and references. I hope that this message finds you well, and Explorare , Cognoscere , Vivificabit.

     

    ~Ghezra Rehtirnah

     

     

    Please check your PM Inbox shortly.

     

     

    Looking good, lads. Beware, there's plenty of competition!

     
    Believe me, we know it!
  3. Umm.  If such a functionality were to exist I believe it would use a specifically designed skill and equipment like ECM in E.V.E.  As cool as it seems to create a LUA program to infect your enemies systems, keep in mind that would be an ACTUAL computer virus and bring with it all the troubles that plague computer systems in the REAL world. :mellow:

     

    True, which is why there would probably be limitations.

  4. It's not about it being a cakewalk, it's about having the rock to break the scissors. It's about having balanced, well considered defences.

     

    All I'm saying is there should be a vast array of choices for defences. Shields should be one of your choices, not necessarily the best or worst choice, just a choice.

    That last bit I can absolutely agree on.

  5. It's interesting that we both want the same thing - player choice - but in different ways. Different types of shields are just all the same thing to me, just with different stats. That's not much of a choice in my eyes. How does building a wall compare with fitting a shield? What are the differences in, cost, set up / tear down, maintenance, relocating, effectiveness, and practicalities during battle? Now how does a titanium wall compare with a wall of some other material? Well, they just have different stats, maybe the materials are harder to come by. How does a deflector shield compare with a different type of shield - just different stats. If you make it so that there's a shield that can block projectiles or players just as effectively as a wall can, why would you ever opt for the wall?

     

     

     

    Yes, we are definitely in agreement here :)

    Indeed why build the wall? Well for one it's a hard structure and won't fail if your power generator is hit. Second, and this has nothing to do with the first (tangent) I now want to build a shield bridge (light bridge?) That I can switch off should enemies on foot attempt to attack my base.

     

    I also forgot about the other property, and this may be where the devs compromise or get interesting: passive armor. Or for that matter forms of armor. If the devs decide that shields cannot stop projectiles weaponry, then we must assume that armor becomes involved. There's many types here too, with different properties.

     

    Ablative armor: if a section gets hit, that section falls away and exposes a new armor segment below it. Constraints would be weight and the amount of layers at your disposal.

     

    Whipple shielding: technically a modern day armor already in use.

     

    Reactive arnor: gel filled or some sort of other thing that reduces impact ballistics.

     

    Etc etc, ad nauseum. Point is, we could get quite creative in this regard too...damn, tangent again, sorry.

  6. There may be many theorised types of deflector/energy shield but they are usually not so straight forward to implement or to use. Practical shields lie firmly in the realm of science fiction.

    Well are in the realm of Science fiction. Because of that, I don't see the issue with many forms of shields for different puposes.

     

    In any case what I am interested in here is what makes for good, varied gameplay that allows for player creativity on both sides of the coin. When we talk about shields we tend to think about something that is negligible in size compared to the area that it can defend, that is invisible while not being fired upon, and that only blocks shots in one direction. Even if you say that there are different types that block different weapon types, that to me is the same kind of defence and doesn't allow for the kind of creativity I'm looking for. If you also make it so that they can block anything, and make the area they can protect extremely large as some have suggested in this thread, then they are a superweapon that everyone has to have.

     

    When I talk about advantages and drawbacks I don't just mean what it can block and what it can't. There are huge range of things to consider such as set up costs, set up time, energy requirements (or none), space required, area protected, visibility from the outside (will this defence make our base more or less visible?), visibility from the inside (will this obstruct our view of the surrounding area and potential threats), defence against vehicles, infantry, aircraft, how the thing integrates with surroundings and the rest of the defences, does it cause damage to an assailant, and a whole lot more besides.

    I agree that there do have to be drawbacks, but I belive that those are relatively easy to implement. Larger shields require more power, which requires a larger reactor, which requires more fuel, which requires more resources. Maybe shields recharge slowly but have a ton of EHP making them good for seiges. Maybe they recharge quickly but don't have a lot of strength, better for quick ship to ship battles but terrible for seiges. The point is in a game touted for player choice, let us decide what's best. There will always be some form of superweapon, and counters to it (infiltrate corporation and sabotage, etc).

     

    I am sure that the developers have taken the time to work some of these systems out already, and unfortunately until we have more information, all we can do is speculate and provide opinion. Let me be clear: yes there have to be drawbacks, but there should also be ways to combat or counteract those drawbacks as well.

  7. I think shield generators should be shield generators whether they are on a ship or on the ground. Just have different sizes that are able to cover more or less area while requiring more or less power. I wouldn't want to see the biggest ones covering too much area though - say max 50m radius? That's a pretty big area. Have them adjustable so you can shrink the area they cover, concentrating their defensive power.

     

    What I definitely would not want to see is energy shields being the ultimate defence against everything as that just limits creativity. Shields should be one part of a much larger puzzle. Should shields stop people or vehicles from walking through? No way. Should they stop projectiles? Nope. Plasma weaponry? Maybe partially. Particle beam weapons? Yes, stop them dead in their tracks.

     

    Players should have to think about where and how they lay out their base and choose defences and defence placement that would be most effective. Some possible base defence choices are shields, walls, CCTV, surveillance drones, fixed, automated weapon batteries, stealth technology, huge player numbers, mines, etc each with their own advantages and drawbacks.

    Well, in all honesty there could be multiple types of shields. You say they shouldn't be able to stop projectiles, ships or people, but the fact of the matter there are many types of theorized shields. Plasma windows are one possibility, these use charged plasma to generate an impermeable barrier for gasses, but not much else (think the hangar shields from star wars).

     

    Then there are defense shields which use magnetics or deflection or some other variation of handwavium to stop beam weapons and plasma weapons. There is still bleed through on projectile weaponry (think star trek shields).

     

    Then there are bubble shields (Ala halo) which protect against a lot of damage but either have a very slow recharge or are destroyed or depleted when used.

     

    The above merely reflects that there are or could be multiple types of shields, and it would be up to the player(s) to determine how many and what type they would like to implement on their ships and other constructs.

  8. Personally I would like to see both types. Smaller modular shields that you piece together like panels to surround thigs like ships. This allows you versatility as well as strategic thinking in combat.

    (I come in head-on, letting my front shields absorb the alpha strike, then turn broadside where the sage will be spread out across more shield emitters)

     

    But for massive city shields who wants to deal with small panels for a huge area. Besides you can't rotate the city to spread the damage. So install a huge dome emitter. It would be cook if you could adjust its size to. Say from a small room forcefield to one covering an entire territory. And energy consumption could be proportional to the shield's area with a recharge rate modifier.

     

    Although in reality I would think a shield would have a maximum force limit It can stop, anything above that would bleed through. And it would have a give power draw that was constant to sustain it. However having it draw more power as it 'repairs' ads and interesting level to it since you're now oven to being sieged.

     

    The question is, can friendly ships and weapons pass through the shield? Or is it a barrier to all?

    As for your last comment, perhaps that could be taken care of by tags. Anyone with the proper set of tags could pass through them unmolested, while anyone else else would collide with them.

     

    I like the idea of having different kinds of emitters. I wonder if on larger ships with enough power generation if both types couldn't be used. Use a main spherical shield and then smaller modular shields for sensitive areas for when and if the main shield goes down. Hell, if you have enough power generation for multiple shield layers, don't see why that couldn't work either.

  9. You flew an Orca? I loved that ship...it was such a beauty, but expensive.

     

    Edit: I was referring to the Orca in Elite, not EVE. Slight bit of confusion there :D

     

    Yeah, Eve. Never played Elite, just couldn't get into it.

  10. They were using something else, I think Unreal before moving to UniEngine. They wanted the ability to modify it more as they please. 

     

    And I never saw that they werent so I just assumed they were. Either way I will be donating with the kickstarter. 

     

     

    You say that like that was the only ship you flew. I had 2 orcas, an obelisk a few hulks and macks scattered around, a dozen battleships, 2 thanatos, moros, noctis, and countless other ships in my personal collection. Plus a few blown up cap ships. Just finished my CEO's Wyverine and was starting on my Nyx when I left the game. 

     

    Considering I had about 450,000 EHP on my Orca, and never had it blown up ;D it was there for fleet support buffs, for the most part.

  11. If you do go with volunteer moderators, I implore you to keep it real. Every forum I have been to has been moderated by well meaning, well-intentioned individuals, except Star Citizen. Never ever had a problem outside of SC and it is clear their policy emphasizes hype over honesty and cautious optimism. And this is done by employing moderators, in many cases rabid fanboys, who are far from objective. As long as opinions are honest,  polite and respectful, there is no reason why supporters should be targeted. Also detail information, updates can go a long way in promoting positive feedback - keeping supporters in the dark has the opposite effect

     

    This, for the love of all the gods, this. The issue, of course, is that rational members who post polite and respectful responses while members may not make great moderators. "Absolute Power Corrupts, Absolutely" absolutely applies to anyone. However, one thing that I have noticed so far is that most of the people here (maybe we should poll this) seem to be over the age of 20 (Sorry if I'm mistaken!). So this may or may not be an issue with this community. We'll have to wait it out and see.

  12. Actually, the way Space Engineers does this is quite novel. You can set any number of symmetric axes on a construct. When you add a block on one side of that construct, it adds a block on all symmetrical planes in that same position. This ensures that symmetry is guaranteed from the build without needingredients to copy and paste and then mirror. I liked that feature, anyway.

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