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ShadowLordAlpha

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Posts posted by ShadowLordAlpha

  1. The problem arises when you have someone owning the stargate and only allowing that orgs ships through, which could well mean that there will be situation where an enemy is attacking you and you have no way of striking back.

    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

  2. Blueprints of parts of the ship, could have a market too in this case. 

    Having to build it by hand isn't just a timesink. First of all it requires you to have the manpower to do this. A small organization will never be able to build a fleet easily, as it should be (they wouldn't even have the people to drive it!!). 

    Building just an "incomplete version" wouldn't be different from what I'm suggesting. In both cases there's need for human interaction, and that's what I think the factory unit needs to be balanced. And to be honest, I think that being able to craft different parts of the ship, and then merging them together with something like a merge block, would add a lot to the game. You may even want to craft, let's say, the cockpit on a planet (maybe selling a contract to a private organization), the wings on another one, organizing transport ships to carry those different parts to a third planet for the final assemble. That's actually how it works IRL.

    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.

  3. You can bypass time by stacking factory units. Maybe they're expensive, but one day a strong corporation may become invincible, just because they stacked enough.

    Other than that, you're likely not going to stay in war every single day, and when you're not into, you can just stack ships and accumulate resources that way. So, imho, a timelimit is not enough.

     

    I'm not saying that you press a button and poof, a ship appears, even if that's still a possibility this feature could be implemented. I'm even saying that resources or time are not enough to limit the bad stuff from happening. 

     

    Then, what do you mean by saying that the factory unit could just  "print a basic version of a ship"? I suppose that you'd ban elements from being printed, because otherwise there's no real reason to print a basic version, but just the final one. In case you limit elements from being printed, you force builders to do a portion of the work, so it's similar to what I've already suggested (but worse, since there's problems regarding elements hiding inside walls and hard to place, they will have to build only elements  and ho hull so it's more repetitive, there isn't the "assemble gameplay" part that in my opinion could be really fun, ...)

     

    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.

  4. I'm not saying that large fleet are a problem. My concerns are about all the side effects that this may cause:

     

    - Less variety of ships, people are just going to copy paste more, compared to a system were you have to build every single ship one by one. 

    - Less work for builders, the hangars will feel empty, without life.

    - There's no real "preparation" for a war, you don't "feel in the air" that it's coming, there's no people running around the base, organizing materials, building stuff, etc..., because it's all automated.

    - After a war, you lose your fleet, it's fine. You can just 3dprint it easily as long as you have the materials. There are no stages, you don't just retreat to reassemble your stuff, you don't stop attacking, there's less politics, and so on...

    - You have more resources? You're likely going to win the war. (not always , but still...)

     

    Now suppose you want to limit this with time. Then you could just print way more ships than necessary, or create a huge factory with multiple factory units, and you'd still have the advantage.

    Now suppose you want to limit this with resources. This doesn't solve any of the problems I already said. 

    Now suppose you will limit the size of the parts that are going to be printed:

     

    -You'll still need the manpower, builders to assemble things, engineers to develop a plan deciding how to section and assemble a ship.

    -Before a war there'll be a lot of work to prepare it.

    -You can't just endlessy attack, because you can print a fleet with a click of a button, at least you'll need to spend some time assembling the various parts.

    -A builders corporation is not going to be made by just 2 guys, that just design and put their blueprint in a factory unit that will then do all the work for them. 

    -The bigger the ship, the smaller the pieces that you can craft from a factory unit will feel. Building a huge ship is going to be way harder, rare and a real important moment for your entire organization. You don't just print 3 titans and suicide them into battle just because you can afford them. 

    -Remember that this game is going to have some kind of plex, this means that players will be, to a certain degree, able to buy ingame credits with RL cash. If you spend 1k $ in plexes, you may be able to buy a fleet in game. It's going to be way harder, if you limit the "ship printing", by forcing a certain degree of manpower.

    -A ship is precious because it's value it's not made just by materials, but by time and mapower. You're less likely going to lose it. It isn't just a number on your wallet, it's the results of the time and efforts you put into building it. 

     

    This is supposed a voxel game, where building plays a big role. It just doesn't make sense to automatize that so much. I could add way more reasons to prove that being able to 3dprint anything, without limiting the size of it, is bad for the game.

     

    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.

  5. I'm not personally a big fan of the mass production idea. A wealthy corporation could just respawn an entire army with a factory unit in a small amount of time, this definitely reduces ships value. 

    The only case I could support this, is by limiting the constructs built by a factory unit, in size, by a huge amount. In that case, to create a ship, you'd need to configure many factory units, each with a blueprint of a portion of the ship you want to create, and then you'll have to merge all those together (Or you could just create an entire but really small ship). This would require much more effort, and would still mantain playerbuilt ships convenient for a certain market.

     

    Making a factory unit unconvenient by increasing the amount of resources or time needed to build a ship, wouldn't fix the problem in my opinion. 

     

     

    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.

  6. There wont be any cities, at least if they keep to the lore. The only place where you should be finding NPC is the arkship, and maybe later when players built their own cities (if there will be npc generated).

    I was talking about player cities but it would be cool if the devs have some way to spawn NPCs in a player city

  7. Large planets would be great in terms of resource extraction, but I'm not sure there is any amount of tech that would solve the player density issues caused by realistically sized planets. We are still talking about having players in the thousands, which is about the population of a middle sized town. If we want to have the immersion of busy trading hubs and stations I feel 30km is much more reasonable.

    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

  8. hm, i remember reading something about 30km, but was probably in the forum, maybe the faq is out of date.

    thousands of km would be like earth, i hope its not like that, because that be far to big for a mmorpg.

    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

  9. JJxrIQz.png

    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.)

  10. Vg5UnBO.png

    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 <

  11. @ShadowLordAlpha

     

    You clearly do not understand how coding moveable objects functions. What you want to do for the armor, is unrealistic. There's a difference between having a physics engine and having your dream VR physics engine, where you can have molecular architecture in your game.

     

    If you were to make a two part ship it would have to act as a single entity for the thrusters to work, otherwise the ship would be taking collison damage all the time. And you can't pull new elements out of your ass you know, physics is not magic. You can't make a super-light, super-hard alloy that can withstand both energy and ballistic weapons. You are confusing physics with comics. There's a reason sword blades are made from a single bar of metal. It's a thing called "Structural Integrity". You add holes and gaps in armor plating, you pretty much shot yourself on the foot right there. And then, you have the problem of mass. You seem to think that the game will give you some kind of super-duper rocket engine. Guess what, balanced gameplay. You build such a heavy ship, you won't be saved by anything. You are sitting duck, moving at a slow pace. Check the interview with the XPGamer on youtube that JC Baillie gave for more info on that.

     

     

    On your second subject. EVEN STAR CITIZEN, that fancies itself a space simulator with high fidelity, opted for the "vanishing" ship when logging out. Why? Because going to a bed and all that RP nonsense is something only a very small minority wants.

     

    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.

  12. @ShadowLordAlpha

     

    You don't understand how coded objects work in a game engine. if your ship is two parts, when your outter shell moves it will collide with your "core" construct, damaging it through collision. Aside from looking like an idiot from doing "dem hax0r ideaz", you also don't make sense as of a combat standpoint. You have heavy armor on your ship... why not pwn the guy attacking you? Oh yeah, because RP pacifism.Tucking yourself in a bed is better than fighting. Plus, you can initiate the logout option and juke your opponent for 30 seconds until you logout. But no wait, you have to suck your thumb on a bed, otherwise it isn't a good gaming session.

    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.

  13. @ShadowLordAlpha

     

    Vanish when OUT OF COMBAT. Your armor means shit, you get tagged for combat, you are in combat until you don't get damaged for 1 min. What did you not understand??? Your armor means nothing. You are tagged for PVP. You get out of PvP, you must wait 30s for you to vanish out there in the wilds. Simple and easy. 

    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

  14. @Fitorion

     

     

    The server can displace you if you were to SOMEHOW spawn in the same place in a frigging star system that another guy "parked" his ship. You know, the chances are VERY little of that happening, but anyway. I am not saying vanishing while in combat by the way. A 30 second cooldown to vansih or something in combat. But beds? That's some RP shit right there. 

    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

  15. @Fitorion

     

     

    Look at what your wrote above that last comment of mine mate. You spoke of crewed ships, that won't disappear, because your guild's ship will be always having beds on it. You want to be forced to go back to bed in a guild ship? Like this is some sort of survival game or something. It's silly to say the least. Sure, I can see an autopllot option back to wherever your base is. I can see vanish logout. But I don't want RP forced o me in an MMO. You want to sleep on beds, fine, your RP fantasy. I'm not in for the RP.

    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.

  16. 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.

  17. He didn't say players were the ones making the trip, he said players would be sending drones out to their destinations which could take months to arrive. At that point players could jump to the beacon and construct the other end of their Stargates. 

    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

  18. 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)

  19. 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

  20. I'm concerned about this too. I do think using tags will be one way to do it. The only problem I see is if you only give a person the "pilot" tag are they not allowed to repair it? Wouldn't they be able to figure out most of the engineering just by looking at the exterior anyway?

     

    Maybe the developers can create a script that evaluates any ship/weapon for similarity to other assets on the market? Like if your ship is greater than 80% similar it won't be allowed to be put on the market until you make further changes... Unfortunately, I can see a system like this having workarounds.

     

    I also think that you should be able to but your design on the market to be mass produced by other players, just so long as the original designer gets payed a cut every time the ship is produced.

     

    I'm interested to see if anyone else has ideas for a solution to this.

    Well one solution would be to have a review system but that would take time and things would still slip though. Or just literally have a legal system ingame.

     

    I'm also interested how this would be done as I like to reverse almost everything (and your Objective Driveyards has a whole section for reverse engineering things)

  21. Space elevators would be cool and hopefully the devs make it possible.

     

    It would be quite an undertaking though. Lot's of materials, energy, as well as plenty of defense (it would be a pretty obvious target in a war).

    Yes it would but if you build it so it can fall apart without fully colapsing and it can be used to help support a solar ring so it would be producing power after its mostly built and put turrets all over it to allow it to defend itself and keep most things and players away though cap ships would be a problem for anything

  22. The real question is in fuel costs. Designing alternative modes of delivering large quantities of goods to space is only reasonable if the financial (fuel) costs of shipping those quantities of goods is comparatively high. In the real world it makes perfect sense if you want to send thousands of tons of goods to space, but i don't believe we have the knowledge of in game systems yet to make any statements about whether it makes any sort of financial sense

    we don't but I'm still going to find some place and build one of these if its possable with the game mechanics just because i can

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