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Sunrider44

Alpha Team Vanguard
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Posts posted by Sunrider44

  1. Interesting topic!

     

    I first thought a fixed gate-to-gate as the most natural option. But after a little moment thinking, I came to the idea that a multi-destination gate network is far more interesting. With some limitations to make it more strategic, of course.

     

    The first important question is: A gate should stay opened all the time? What is the meaning behind.

     

    If they do, well... dialing a new destination is simply impossible. The "gates" are more like a wormhole tunnel. This option is often used in video games, because it's a very easy way to build bridges between the instances of the game. In this case, the space is structured, more or less, like a plane ground. And this is another good thing to avoid making players lost or mad (!).

     

    We find this in games like freelancer or X series, which even set up a N,S,W,E thing. That is quite a nonsense in deep space, but helps everyone with something familiar.

     

    But in DU, the picture is different: first because there is only one instance, and secondly because everyone can place the gates everywhere.

     

    So, with this perspective, the question is moving on an economical and political ground. And that is what DU is about.

     

    In this last case, people with a fixed gate-to-gate gameplay will not build a grid pattern with the gates, but rather build kind of hubs. I mean, hubs make your gates easier to protect, and is the best way to bring quickly your fleet (army or cargo) to your distant gates (and probably important planets, stations, whatever...). But, with the time, you hub will maybe become a gate labyrinth. Not mentionning the fact that if gates are really expensive, it will make even more expensive for an org to build a network, because of the indirect accumulated costs of your gates.

     

    Each org will probably build its own gate-hub, and will hardly take the risk to build a hub with other orgs, taking the risk to lost their gates and heavy investment.

     

    Finally, my opinion is that it will make the gate gameplay quite uninteresting, except for the need to reach distant systems without spending weeks, as NQ said.

     

    So, for me multi-dialing gate with a distance limit (fixed or because of some kind of fuel) is the best option. And the gates will need to be opened and closed. Moreover, it makes the gates more useful if you can connect to a pre-existing network, with the possibility to manage your gate access with electronic keys. Little orgs with few incomes will find a real interest to invest into even only one gate, allowing them to jump into the alliance game and switching  access, maybe taking adventage of political issues between big orgs. It will make polititics and collaboration a thing for transportation and communication.

     

    On top, it opens new scripting ideas, like making some "gate bridges" as we can see in Stargate series for instance.

     

    So, definitly, dialing-gates for me!

  2. Yes, this kind of tool is often lacking to have a global vision of the buildings. In space engineers I am forced to build a ruler with blocks sometimes...

     

    The copy/paste and symetry tools can make things easier, but not all the time.

     

    Actually, we ideally need a true conception tool. For instance, just having the construct or the camera turning instead of the builder character is far better.

     

    For this, Avorion construction mode is more practical than the construction mode in SE. The difference comes probably from the fact that we play directly as a ship in Avorion.

  3. The one thing that is important to remember when working with this game and its mechanics is to think of how to make something sustainable. When negotiating, writing documents, and broadcasting message, you will be able to translate them into common tongues. Covering English, Spanish, French, and a couple others will cover a majority of people. Just simply converting a legal-esk document in-game to explain why this organization isn't attacking this other organization is important. Something that a machine translator doesn't do too well on.

     

     

    From my experience, finding several languages in the same guild is quite rare, and even when it's the case, a tongue is dominant.

     

    Why? probably because of cultural bonds, stereotypes and practical concerns.

     

    Even automated translations are not always enough efficient. I mean, coordinate a group is, in itself, a hard challenge. So, in an activity where we have to make decisions and adapt fastly, a little misunderstanding can break all the process. In a battle, it means death...

     

    Nevertheless, in a given org, why do not consider multilingual on a fleet or squad level? It could bring some diversity and new practices. At least for the trade fleet.

     

    Anyway, for practical issues, it's probably better to set an official tongue up.

  4. Hi, cooperation always seems good to me. So, good luck...

     

    Would everyone be traveling in a single ship for the most part? I guess I don't see what being an organization together actual does other than give you a name if you are not close enough with other party members to interact. Not that it is a bad thing, just curious what you are thinking.

     

     

    Mainly because a mobile base is the best protection against hostiles. People which don't know where you are can't bother you... It's the most widely used strategy in Space Engineers for exemple.

     

    In space, it's quite hard to find someone and a secret base (as a ship) can easily be moved away if it is compromised. That's a big advantage in comparison with ground bases.

     

    Plus, it's definitly a fun Roleplay... I like the idea, even if I would probably not play this way to DU.

  5. That is one the dumbest things I have heard. So you are saying that Women don't deserved to be paid? Because that is what you said women can be chefs at home for free but not in the workplace. Nice going mate lol.

     

     

    Well, what I'm saying is that, sadly, women are still less-paid than men or discredited because they are women <_< .

     

    And about what you have said, that's what I call creating a storm in a glass of water, and then to drown yourself in it...

     

    Sorry for you.

  6. Like it has been said, automatic translation is probably enough to understand the news. Excepting maybe for dev diaries and video stuff.

     

    Even so, youtube scripts allow to get subtitles from vocal. It requires a little work, nevertheless.

     

    Concerning french for instance, I was willing to allow more french speakers to understand the project. So I spoke to the Community Managers about it and we agreed to collaborate to get french subtitles for Dev Diaries.

     

    It remains the social part, because english is the official language on DU forums. NQ said they planned to open sections for others languages in the future, that's all which is known. Things will probably move faster for beta or release.

     

    The game is still in its early production stages, it's not necessarily the best moment to mass-advertise the game.

  7. Please consider a Vasectomy.

     

     

    As Lethys said, I was joking...

     

    I think it's funny to emphisize that Eclipse913 found a way to transform a class he doesn't really like into a worthy activity. Which seems far more creative to me, than just make some drawings.

     

    And, of course, trigger some touchy stereotypes. As sewing and cooking are still considered like women activity, whereas the most famous fashion designers and chefs are men.

  8. I would say it's probably not final because more biomes will be added.

     

    The planets you see are mostly a technical demo, to show what the game is capable of, regarding 3D, voxels models and gameplay. Anyway, nobody here has maps of those planets.

     

    But Alioth is definitly an earth-like planet.

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