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TheBlender

Alpha Tester
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Everything posted by TheBlender

  1. Dear sweet mother of hades... I'm not an expert mathematician or coder, but this looks like you're going for a full melee sim from the ground up lol
  2. I'd say lets just have limited collision damage, but only for large constructs likes space stations and land. Personally, I'd only want it for immersion. I wouldn't want to flying full speed into an asteroid or planet surface and just gently bump away with no damage.
  3. I always thought the 'leaving your body behind' was kinda dumb, even for an intended persistent world game. And LOL at the space parking lots, I didn't think of that for some reason
  4. I'll probably be buying resource info from you guys more than materials themselves. Feel free to keep in touch if you're looking for business, as I'm not the mining type myself and will probably buy most of my mats.
  5. I'm inclined to agree with kuritho. But I do agree with not ruining the immersion and specialization of ship building eco. Perhaps there could still be a middle ground where you can test design builds and sell things ingame without actually spending resources or needing to have a membership active? This way people could still have somewhat of a possibility to earn game time.
  6. I would fully expect the combat to end up more tactical, regardless if this is completely intentional by the DEVs. Due to what we already know about construction system, its a no-brainer that those who invest in a tactical approach will be advantageous. Remember the ship construction video? They showed that each module or 'core' part of your ship needs to be placed, and if its destroyed (or damaged to a certain extent) it will no longer function. This means those who build more around defending critical parts better, will likely have a more enduring ship thrusters, control systems, cockpits, landing gear? etc. They also mentioned weight to thrust ratios, fuel/energy storage, generators and such. So this will be an important tradeoff if you want a more tanky ship, or a faster ship. You want a ship to carry more cargo, or for pure outright damage output? Due to their being some sort of blueprint system I remember, people could pick up something and go, or you could make something unique all your own. What I'm more curious about is to see how people will scale their cities and manage their defenses. Hopefully we'll see more info on this soon
  7. In honestly I love the idea, concept speaking. I think at its surface it's a pretty benevolent goal. Despite it's benevolence, I don't see it being helpful to the game development side. :/
  8. I disagree with this motion. I believe comba, attacking, and looting are features that also needs testing. Even griefing to an extent. Not because I simply want to be an a**, but I'm sure the DEVs want to test the game on a relatively normal And projected environment. If and when such things presents problems, I feel that it is better to realize these sooner than later.
  9. I was thinking about the same thing awhile ago, I think it's something in the wording somewhere that made us think that, so no worries. It may have even been fixed by now. But now the question is if sapphire or Ruby is more worthwhile?... I felt better investing IN THE DACs but I could be wrong
  10. This looks like it will be very useful. Do you have a link to your organization?
  11. Many thanks light! I wanted to keep it simple but unique, I think it worked out well lol
  12. Fringe Exoplanet Cartel [FEC] Motto - "Where few venture, we prosper" An organization focused on pushing all limits and boundaries...for gain. Challenge yourself, and the universe around you. If it hasn't been charted, chart it. If it hasn't been done, do it. Here, there is only one place for living life - on the edge. Do you explore the depth of the universe? Learn its secrets? Take what you find? Develop things pushing the boundries of what's possible? Do you want to gain and prosper from it all? Then join FEC, and lets FEC the system - Explorers(Scaling rewards per resource/discoveries found, partners & engineers will be directed to resources) - Scientists (Scaling rewards per innovation/new invention, 15% of all future sales said innovation brings, remainder goes to securing platform and your intellectual property) - Engineers (Per construct contract, efficiently building ship and base bodies ready for equipment, elements, and combat) - Mercenaries (By contract, or by hour jobs to provide security to FEC and partner bases, including "The Spot") We will have little requirements. You can join loosely as a casual FECer or a hard core FECer, its up to you. Though higher and more critical positions/ranks will logically require more activity, work, and/or contribution. You will be expected to protect organization property and interests when needed. We will also have plans to utilize some form of voicechat (likely Discord) unless such a system is implemented ingame. We will have casual RP (not mandatory). We will operate and work to maintain a organized but fun ANTI or REBEL- system/authority. We will attack/raid/defend and FEC things up of course, but that doesn't mean will tolerate a self destructive toxic environment, cheating/ooc hacking. Expected numbers and size?- Many may have questions about expected goal size of the org, and how large we plan to get. Right now, we're looking to fill 100 slots and no more, however this is dependent on if we implement activity policies, and if we plan to have ships with requiring a larger amount of crew members. It is far too early to say for certain how these systems will effect a desired atmosphere of final desired member count as the game is still in development. However, we can say for certain, we will aim for quality over quantity, a close-nit community, but one with enough to still get the job done. Join our Discord - https://discord.gg/c5q6qAR Want to become a FECer ? Come and lets FEC the system http://image.ibb.co/iMKFqQ/FEC_banner.png -CLICK TO BECOME A FECer-
  13. I actually hope this IS the case, and devs don't go the lazy rout like some games.
  14. I sure hope music qualifies as art! Thanks for finding this
  15. This would make me happy, I just hope there doesn't become a sort of monopolizing happening on planets or safe zones
  16. I think not having automated mining is the best way. If I wanted an economic sim than I would have went to a different game. I'm here because I want a sifi sandbox mmo and this is looking like the one to drive me back to mmos
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