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ShadowLordAlpha

Alpha Team Vanguard
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Everything posted by ShadowLordAlpha

  1. possable but time consuming if there is not a stargate where you are going and where you are from what we know
  2. I would like food to be a requirement as it is a whole industry and there will always be demand for it. Woodcutting and the others will be done with the nanoformer/forge as its done in the lore that way as i remember but it is there. It also adds a whole new strategic target for war as if they have no way to grow food they can not fight.
  3. the virtual simulator is kinda like single player creative from what I have read. You can build whatever you want there and such but it will not exsist outside of the simulator. Thats why I sugested making it an actual single player thing that can be done offline away from the servers. Depends on how much control they let us have using LUA but sounds interesting. I doubt they will have the simulator automatically making things though unless its through a foundry at which point you might as well build it in world as you would have the blueprint already as far as I know
  4. no but they clean them of infestations most of the time
  5. I don't really see a problem here just destroy their stargate or hack it or whatever we can do in game (we don't really know) its a VERY heavy tactical advantage to that org and they should be fully able to do so. as for the rest I both agree and disagree and the devs have this down already. Exploration should take time, its space its big and empty and should take time to move around even with FTL. The stargates fix this by allowing near instant travel to far away places. Within a system though I do think the time spent flying to your next location should be a bit shorter though
  6. depends on how much we can do with scripting so I might be able to be a one man army with all my ships flying themselves. A small organization would be able to build the ships and as I said before possably pilot them it would just take more time for them to do so. and depending on other things I could make drones to make the process faster if it works like you are suggesting but that all depends on scripts.
  7. Unless you make your blueprints so that the ship is printed in parts I doubt multiple foundries are going to speed eachother up and a timelimit is actually exactly what you seem to be suggesting as that all it would really add if builders had to do it by hand. A timelimit and resource limit is also what limits real life so them doing it that way makes sense. I mean the blueprint itself is just the basic ship. the bells and wisiles are added in after it is printed so the ship will be able to fly but if you want weapons on it or a different color or the inside redone a builder would do that for you and then sell it to you or you could do it. the cabels and hidden things would already be placed as much as possable though because you are right and those are a pain to do latter most of the time.
  8. Each ship should start out as a basic common ship and depending on how a company sells the ship . Builders will have plenty to do outfitting ships for others and customizing basic designs. the easier a ship can be customized the more popular the base design will most likely be as the vast majority of the work for the ship is already done and they can easily modify it This depends on the amount of time (days or more possibly) it takes for the foundry to build the ship. It could be an extremely expensive in terms of power. If its slow enough it won't have any real effect on the game. You also seem to think i just order a ship and POOF i get a new ship printed as long as I have resources. I think its going to work more like I order a ship and the foundry starts building it but it takes a large amount of time but based on the size of the ship and the number of voxels in it. So if I have a solid cube it will take longer to print than a hollow one.
  9. I would have to disagree with you. It should take time but not limit the size (maybe a limit by power input?) If you limit by size building large ships will take far to long unless some other way of automating it can be created and large ship battles will probably never really happen as they will be far to expensive to loose for all but the largest of orgs.
  10. I was talking about player cities but it would be cool if the devs have some way to spawn NPCs in a player city
  11. in the beginning we will most likely be grouped together simply because of how the start is but things could be made more lively though NPCs wandering around large towns and things like that and players will most likely group up around central cities that pop up in different areas
  12. Well it depends on the tech we get. Like if I can get an "easy" way to do planet mining I will totaly be doing that for the mega amounts of material I will probably be going though just making prototypes. It also depends on how much material we need to make things though
  13. SILVERLIGHT INDUSTRIES “Per technicae incrementis” The premiere interstellar industrial corporation. Rebuilding civilized industry through connecting physical and digital realities. Sensing, predicting, and responding to make humanity work better. Metadata: Language: English Timezone: All (Global Membership) Communication: Discord (https://discord.gg/Z2Frz59) Organization: Core Values: We are committed to Driving Success pursuing Operational Excellence in all divisions and areas of industry. Through Optimizing Operations we Improve Performance and Reduce Costs. Our research and development is Igniting Ideas, Connections, and Solutions. Origins: During the early Arkship era the United Nations compelled many scientific organizations and technology companies to merge into single entity, SilverLight Scientific, dedicated to the development and construction of the Arkships that would save humanity. In the conflict on Earth leading up to the launch of the Arks many of those researchers assisted Project Cinderfall and infiltrated the Ark program. Purpose: Upon arrival at Alioth, the scientific community immediately set about creation of infrastructure for the survival and progress of humanity. Rebranded as SilverLight Industries, we are devoted to coordinating scientific and industrial efforts on an interplanetary scale. Want to know more? > Here < Organization Focus: - Employing all skill sets and skill levels - Resource discovery, mining, and management - Ship building and design - Programming (scripts that make constructs work) - Research and Development - Marketing SilverLight Management: Driving Success The Director of Silverlight Industries is the chief executive officer of the organization and is assisted by coordinators from each division along with a small group of consuls that form a Consilium of advisors. These senior managers are responsible for overseeing all aspects of SilverLight Industries and ensuring personnel are productive, satisfied, and fairly compensated. SilverLight Operations: Operational Excellence The backbone of Silverlight Industries is composed of all operational departments that focus on the primary workload and purpose of the organization. Operations handles the scouting, mining, and refining steps of the industrial process while having dedicated teams working on research, construction, and element programming. The bulk of SilverLight’s workload is handled within Operations. SilverLight Security: Improve Performance, Reduce Costs The protection of Silverlight Industries from all threats, internal and external, are handled by the various departments within the security division. Security is tasked with protection of physical assets, personnel safety, and information integrity. Whether personally armed for combat at all times, or patrolling in state-of-the-art warships, they will be empowered to decisively defend SilverLight from all aggressors. SilverLight Logistics: Optimizing Operations Responsibility for tracking, storing, selling, transporting, and predicting resource allocation needs falls to the logistics departments. Logistics crunches the numbers to distribute resources to the construction bays and markets they need to go, maintain competitive pricing at open and private markets, and provide feedback on market trends to optimize SilverLight profits. Internal administration and strategic planning are conducted by Logistics personnel. Cinderfall Syndicate: SilverLight Industries is a proud member of the Cinderfall Syndicate! This means that members of SilverLight Industries enjoy the protection and benefits of Cinderfall citizenship simply by joining SilverLight. Thanks to our non-exclusivity clauses, members are welcome to join other organizations in addition to SilverLight, some minor restrictions may apply. Agreements: As an Independent Corporate Entity, SilverLight Industries retains authority to negotiate directly with other organizations, including governments. We register our public alliances, treaties, trade negotiations, and other agreements with the Cinderfall Syndicate. These agreements normally allow for SilverLight Industries to establish standard pricing, acquire resource rights, employ citizens, set up a branches within government organizations, or apply expedited trade with industrial organizations. If you are interested in establishing a public or private agreement, contact the Director or member of the Consilium (discord preferred). - Terran Union - Diverse Unified Alliance Now Hiring! SilverLight is currently hiring players interested in working in one or more sections! If you feel that you fill one or more roles listed above or have good ideas, apply! Our discord server actively engages in planning, designing, and preparing for alpha, beta, and full releases! (Senior Executive and Corporate level officers are selected from members demonstrating singular allegiance to SilverLight, exempting one nation-type membership.)
  14. SilverLight Industries Founded as SilverLight Research by the United Nations in 2055 as a way to pool the research capabilities of many smaller companies into something that could assist with developing advanced Arkship technology, they were one of the few companies and organizations that could possibly compete with the globally powerful Nexus Corporation on a technological basis. Eventually, SilverLight expanded to include many other industries such as extraterrestrial mining and Arkship construction, assisting the U.N.’s Ark program through multiple facets of the project. However, the core project and top priority of SilverLight remained the artificial intelligence systems that would run the Arkships and assist humanity when they arrived on their new homeworld, Alioth. Soon after the last of the Arkships was completed, the U.N. shocked millions when it announced that Arkship resources were scarce, and that it would utilize an “artificial genetic selection algorithm” to decide who would live and who would perish in the oncoming apocalypse. Naturally, an uproar rose up, and riots and violent protests ravaged the streets of Earth in its last days. Recognizing that this was planned long before the Arkships’ completion, the Nexus Corporation, in cooperation with SilverLight and various other organizations, launched its own retaliation: “Project Cinderfall”. With SilverLight’s artificially intelligent algorithm development combined with Nexus Corp’s networking capabilities, Project Cinderfall circumvented the U.N.’s originally biased selection algorithm, allowing a much larger and more diverse population, including many members of SilverLight, to make it aboard the Arkships and into the rebirth of humanity in the age of Alioth. SilverLight Industries > Here <
  15. Its possible and as much as I like to rag on the game you can do it in Space Engineers. it needs to move as a single entity but there is no need for it to function as one. also your thinking of the wrong type of holes (yes I did say hole im clearing it up here). I'm talking about spaced armor that has gaps between the different plates to allow for explosive type rounds to do far less damage overall as there is space for it to disperse into instead of having to go though the armor. I wasn't talking about a super hard alloy i was talking about a cheap ass metal that is very light and probably can't take all that much damage. That combined with the spaced plates makes it able to withstand more than you would think it can as well as being decently light for its size. Also I don't plan on accelerating or stopping quickly and because its space I can just accelerate forever (probably some limit with the physics eventually) Why are you still hung up on the bed thing? I already said I don't care about your character only the constructs and you want them to vanish I don't. drop it and think of something new to say.
  16. I understand perfectly well how they work. now take that computer or whatever you are on and using to answer and nicely push it across a hard surface like a desk. was it damaged? is it suddenly unusable and only worth something as scrap? no? gasp you have a way of making two things collide in a physics "engine" without them damaging each other. now onto more complicated matters. Removable/replaceable and expendable armor is a really good thing I could make it really light with lots of holes and gaps between plates to make it take longer for weapons to fully penetrate it without making it unmovable. I could make it a solid block of metal that just tanks everything. I could make it a battleship that encases a more complicated and valuable core. As for logging out my thing was you can logout wherever and whenever you want but your probably going to end up dead unless its in some kind of safe zone. I could care less if you want to log out and leave your character in a bed or in the dirt or even under some pink bridge. I just don't want and don't think it makes any sense whatsoever to have constructs that vanish when a player logs out. It would make most players immune to strategy from others and from what I have seen and read the devs want to have a lot of strategy involved in this game and large cities with plenty of things moving around so one person logging off and the whole train system going down just wouldn't work.
  17. and how long can you keep shooting me? Armor can mean a lot also what if I have 2 constructs where one is the core and one is the armor? then the core will not reset and will vanish but the armor will say and keep them wasting their ammo and they get nothing in the end
  18. I suggested souless so if you were in a safe zone or a bed you would "vanish" instantly as long as there was no combat timer of other hostile activity and if not you would ragdoll for a bit (or until login) and then vanish so there was every chance you could be killed. if you make the constructs vanish whats to stop me from simply making my ship have very large amounts of armor and just logging out when i get attacked or something. Then my ship and me will vanish and the attacker will get nothing. I still don't want other constructs to be vanishing on logout at all but it might be required for the servers but buildings should not as you can not properly displace them without possibly causing a lot of damage
  19. umm this is kinda some survival game (has survival elements but not solely survival). You will most likely be able to have an auto pilot and no one is forcing you to RP. If its a game mechanic work with it. I don't think that any construct should vanish as what happens when you log back in and someone has parked their ship where yours was? do they explode, phase though each other? what about buildings? As for logging off I suggested a kind of souless logout system but it seems to have been mostly ignored so go back and read it if you want.
  20. I like the idea of a souless logout type system. Basically when in a safe zone or area that does not allow PvP logout is instant but when not in such a zone then logout takes a bit of time (or your body ragdolls). There should also be a system where if you are in combat (like PvE or someone breaking PvP rules in a town) within a safe area it will take x amount of time for you to actually log out similar to not being in a safe zone.
  21. I would probably make a mobile stargate endpoint if possable and send that as a drone so its already done and can be used while in transit as well
  22. I kinda want them to be extremely power hungry but need more and more power the farther away a connecting gate is but the power to jump only needs to be applied from one side. (also I want a puddle jumper)
  23. Having the pipe and power systems not be "magic" would also help make the system more complex and have people running around the ship to fix different things though unlike ss13 there isn't just one ship to simulate with possably a few outposts
  24. and now I'm imagining growing a ship hull far bigger than something you would normally ever build on a frame of some kind
  25. I don't think totally free PvP is a good thing but I do think for the most part the majority of the server should be open PvP with a automatic bounty system or something similar in place for the starting system or at least a good amount of space around the starting world after some time has passed and a few waves of players have left the planet. this would be around each Arkship that pops up eventually but should only strongly discourage PvP in areas that are not safezones, not stop. new players that are still decently close (under x amount of hours and still in the main system) could also be protected by this system but after time runs out it no longer applies. There are many other ways it could be changed but most I could think of would be exploitable so maybe others could think of better ones
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