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Anasasi

Alpha Team Vanguard
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Everything posted by Anasasi

  1. This is interesting, I'm assuming the items that you combined, depending on the quality of the Ore and materials ended up having specific stats that reflected where and what wuality they were made at. This could work to push people to find high quality deposits, etc. But i'm not sure how this game would handle it. Constructs that are extremely large would just have too many variable object qualities... Anyway, something to think over. Welcome to the forums also!
  2. Wilks, based on the other thread that you have started the other day to do with fleet composition ideas, what about a thread/debate on what you think the grouping/fleet system and mechanics should be like. I would like to see others input on this and it would probably generate some interest. I don't know if you've done it before outside that thread from yesterday(?). Anyway dude, hope the drugs kick in soon so you can mindlessly post without pain!
  3. I think you mean "This is getting awesome".
  4. Sheer dumb luck! Well, pretty much anyway. I found a sponsored post on Facebook and decided to check it out.
  5. I enjoy the idea of a 1 v 1 brawl to the death, thus proving who has the best ship design skills and at higher end ships styles/classes, the best crews. The ability to have be player run at a location that is only given to competitors would be a must though, as I'm sure someone would love to just spoil the fun. The guildelines could be fairly simple or they could be very broad, that's all to be decided, but regardless, I enjoy this idea. As for rewards, maybe a large org could sponsor it and provide in-game rewards (Cash, new ships, etc, etc) - thus creating a bit more of competitive environment.
  6. Oh no, I understand it. I just used the wrong lingo. I'm sorry, that is a little awkward. I understand that information only flows through the Admirals -- Commanders and the commanders are battle aware to keep their ship alive and running (just to be simple). I understand the structure.
  7. Yeah, this is what I was thinking. Fair enough on the reasoning. The idea of the commander essentially playing chess is going to be true, both in the sky and once we get ground combat going. It will be interesting to see how commanders adapt to new fleets and compositions that get brought to the field. Though the command structure will be much the same, regardless. A captain is probably going to have one of the tougher jobs considering the amount of information he has to absorb and then coordinate within a small-ish crew (depending on ship size). Then pass back up. While the admirals and command will have a large amount of info flowing in, they only have to pass down decisions they have made. So it's a little less. But i guess it will all be interesting once we see the first set of these battles take place in the future. As you said, we need the build the arsenals first and this will take months if not a year or more. Those battles will be started the same way as EvE though I presume, a trapped freighter or something will spark and the entire area will catch on fire. Hahaha.
  8. Well, this is true, depending on the size of the vessels anyway. You don't want to have to micromanage someones gunners and such beyond your own ship, that's just painful. With some form of main leadership -- Squad leader relationship in the structure allows for groups to run autonomously within their restrictions, i.e, their orders. But it also allows that leader to see if the battle is going south and pull out extremely swiftly instead of waiting on the main commanders decision. Sometimes that's crucial. That's fine, just post another version whenever.
  9. I posted something asking for opinions on the fleet command and structuring of general groups and whether it would be based on a system that was close to EvE where it was Fleet Based or like, you know, other MMO groups, anyway, that got no bites but it is interesting to see the thoughts of another person and the style of percieved fleet command that we think we'll need from what we've heard. This is a good structure to be remembering though as most fights may end up with this sort of thing, at least large scale ones, as for small skirmishes I assume that you would just remove the secondary command ships and just have a direct squad of smaller vessels running around. More a 'gang' of ships. This graph looks to be easily modified as well, so. It works multiple ways to however people want to use it.
  10. All they have to do is add a base set at alpha/beta, right and they can keep adding different types of the same type of object. Stats aren't hard to copy and past for objects - they just need to have the models there to potentially make each ship unique. Then again, they might have the hope that we're going to use the voxels more than anything. Either way, military units will probably want some form of uniformity so that could be the other hope of theirs, that people just conform to the fact that insides or certain things are always going to look that way. Either way, I hope there is just a good range of preset objects that we can use. Even if things do start to look the same. It's an MMO though, so I doubt they'd just let that sort'a thing just stay the same
  11. What's today, oh, right, Thursday.

  12. Good luck with this, mate. Law will be an interesting subject matter to deal with, if it comes around to being needed instead of just shooting the guy who stole your iron.
  13. They've already released images of some 'elements', as you like to call them. This includes some storage, power and personal items. Cabling and pipes, a globe (map-esque thing), a landing pad type object, hallway walls, etc. So they are definitely going to have a very large array of 'elements' within the game. We just haven't seen to what extent they are going to be doing this. Though I presume that it will be a quite large thing, beyond the scope of SEs range of objects. The game needs it and I'm sure it will be delivered, as they are still working on the core. We just have to wait for a bit, they might tease more throughout GamesCom this weekend!
  14. Anasasi

    Tractor beam

    I believe there should be several types of tractor beams, or, sizes anyway. Thus allowing you to choose what your tractor beam can do, even if it allows multiple types of tractor on a single unit, it could make things interesting. As said above, it could be used for either ships, cargo, debris, etc. But what about doing the opposite, what if someones trying to board your ship? Why not have them be reversible repulsor beams as well, allowing docking ports or ships to push their enemies away from contact.
  15. The star will more than likely be a simple sphere with some shaders and particle effects, there is no reason for them to be voxel, you may as well go get the elements they possess from somewhere far less dangerous, even if in smaller amounts. The idea was good, but I don't see it being anything feasible at the scale the star would be.
  16. Atleast with a balloon powered vehicle, you'd only need more balloons to carry more weight to cross said ocean. The hovercraft is nice, but its going to probably require significant amounts of fuel where as a balloon can run on pretty much nothing, so I'm hoping that the concept above and the balloon idea are a real thing to allow for more fuel efficient travel. Hell, you could even build a moving base on the damn balloon structure and not have to worry too much about the affects on the fuel consumption.
  17. I would like to see the weather patterns have effects on the player and ship. But as for actually doing it, I'd just love to see the rain on a planet, the drizzle in a jungle. A sandstorm on a desert planet. It would just make things more interesting that just the planet existing with the different biomes on it. As for effects, I imagine sandstorms and blizzards would impede movement and communications, rain wouldn't effect too much I don't believe, maybe make movement a little harder or the handling harder on a ship (added water weight, etc). With ark zones, they're meant to be large shielded areas, so maybe hostile weather conditions are forced to stay outside, or something like that. It may be too hard to implement, but I think that would be cool. As for natural disasters, well, you're right, that's just another topic, hahaha. I imagine they would have the chance to just level things. But I think anything like that will be a little further down the line.
  18. Or, alternatively, they could go the EvE Pod route. Essentially, the story behind it (for those who don't know) is the sounds of the ship and space are simulated so as to allow the capsuleer to have another sense of awareness in the vacuum of space. So, technically everything could just be simulated sounds on board the ship. I will presume that sounds will be a thing though, regardless of whether you are in the vacuum of space or not - just because I'm sure there is going to be some form of sound you'll want to hear as a warning, etc.
  19. I watched this in the morning, got to say, quite impressed at how it handles the load. Even if the bots are just doing simple and meaningless things. It will be interesting to see the effect once there is large structures thrown in with more going on - though I doubt we'll see video of that any time soon. As for the FPS drop, it's still Pre-Alpha, I don't think Optimization of the models etc. is really on their mind when they are still building on the main mechanics of the game.
  20. If there were to be 'mods', which I wouldn't even call them, it would all be client side. Sort of like how War Thunder does its custom camo system, you change the texture but on YOU can see the change. There would be no reason to allow proper modding as this would allow people to introduce elements that would throw the balance of the game too far out. But I do agree with the above, maybe some community input would be a good way to decide on 'mods'/new items that the developers would have the final say on the stats of, etc. Though I have seen this go south, i.e, the company/dev team stops adding them because they need to have someone dedicated to this effort.
  21. Hey, convenience and efficiency I assume will be extremely large parts of this system - lets say it runs electrically along a track - It would be rather amazing to only have to hook one module to the tracks than having to refuel each car/unit individually. Eh.
  22. I didn't mean it as a fancy holo map that is used on the object, maybe it could throw you to a 3D planet version of the 2D map whilst you are in orbit allowing you to see where the landing spots are on a planet etc, (I hope this makes sense). It doesn't have to be some fancy thing that works on the actual object, it just has to do something, thus making it functionable. Even if it did lead to a 2D map, it'd have some function other than just sitting there
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