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Scruggs

Alpha Tester
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Everything posted by Scruggs

  1. Buu eat you! -Majin Buu

  2. The following is my opinion, There is really not a way to change this, fortification defending will always be at a disadvantage. if you make it harder to destroy fortified building materials, the ships will just be made out of the same materials making it harder to destroy those as well. Saying that material is too heavy for building anti gravity space craft would be ridiculous. Defenders must think and plan if they want to survive. Attackers are attacking a stationary target so they only need to have numbers and firepower unless facing a fine tuned defense, and even then they face a lesser risk. poor defense vs poor offense= defense is lost, heavy damage to both sides good defense vs poor offense= offense is lost, heavy damage to both sides good defense vs good offense= defense is lost, heavy damage to both sides excellent defense vs good offense= offense is lost, heavy damage to offense excellent defense vs Large excellent offense= possible stalemate or offense will win if defense does not include a counter force. because offense is mobile it will be unlikely to be completely obliterated. This is a huge generalization by the way there are many types of offense and defense, using poor good and excellent are not definitive terms but relative. I am also not saying that there is no strategy in offense, only that you must be more prepared when defending.
  3. Hello and welcome to the forums!
  4. "Life is without meaning. You bring the meaning to it. The meaning of life is whatever you ascribe it to be. Being alive is the meaning." — Joseph Campbell

  5. Not pay 2 win, pay for mulitple accounts to win win . Nobody is calling to ban Multiboxing, just saying that it provides an advantage that is paid for.
  6. AI makes for easy targets
  7. Against. I don't think it's a good idea, but aside from limiting the usefulness of something like this, I'm not sure if there is a good way to prevent it. You wouldn't really need to socialize for certain tasks, like mining. Why get 5 people together to mine when you can just be all 5 people and do it yourself.
  8. "It is better to be a warrior in a garden, than a gardener in a war"

  9. That is what I was wondering about. If the physics would allow for the collapse or if it would behave like minecraft. I'm hoping it allows for the collapse, since it would be more strategic.
  10. Oh I think we can do more than just create holes and cities in the ground, we can sink infantry units, or the tanks that some people want to build. Combat is more than shooting a laser rifle. Invading my area, park your ship and you may return to a hole where your ship used to be.
  11. Mwahaha... Evil, nay, just avoiding PVP.
  12. Exactly why I'll dig them everywhere, you won't know which one will lead to your quick death or which will lead to a pool of water and an underground lab, factory or city
  13. A few kilometers is still pretty decent. I'll be digging holes regardless. Watch your step, I'll be digging them everywhere for no apparent reason, and they will all be a few kilometers deep.
  14. Whether you replace animal veins and entrails with mechanical parts or replace ship electronics with space animal parts, it would be a win/win
  15. "May your frame rates be high and your temperatures low" -Raja Koduri, 2016

  16. Hi, welcome to the forums!
  17. Aside from the starting area around the arcship, I feel like if you're logged in you should defend your stuff. I think if you're a small group of 1-5 and you're all logged out then perhaps there can be an offline protection in place so you don't come back to find all your stuff destroyed. Maybe include a structure limit for this small group, so that after a certain point you should be expected to have some sort of player created offline protection. I agree with this statement, but i feel that symbiotic relationships should be community created and not forced by the developers. This is actually what most of the people in this topic are talking about, PVP players and factions provide protection for the PVE players who are creating or mining the resources they need for exploration. PVP players will likely be the main ones exploring, they can sell the new materials they find to the PVE players who can use it to create something that benefits the PVP players.
  18. As a mainly PVE player, I usually try to avoid direct PVP as much as possible. I do understand that being on the supply side would make my city/setup/factory a target for opposing PVP players, and understanding that potential threat is part of the fun. This potential threat makes it so that I have to think of ways to defend what I make, by hiding it better, defending it better or using alternate locations to sell the things I make. It is just one more thing to consider when creating. Destruction of the my creations just means that I can look for a better way to defend it next time. As a PVE player PVP inspires me to create smarter.
  19. Lots of posts today, no post on Sunday.

  20. I like the ragdoll idea, as it makes it seem like the mind or soul is leaving the body.
  21. Let's ignore logical argument today -The Internet

  22. Buildings outside of the initial Arc "safe area" should not immediately show up on the map or as a marker on screen (as it does in Empyrion), you should have to visit or scan the location. This will allow players who are a little more cautious time to work out smaller structures or mine, relatively unhindered. Once you have gained the materials to build larger constructs and buildings, I believe that we should also be able to make shields. These shields could either be stronger (powered) or weaker (non-powered). Powered shields would consume energy, need to be maintained and would be dual layered, provided general protection within a radius and building protection if a ship flies through the radius. These shields could be destroyed with enough firepower, multiple ships several minutes, or through destruction or temporarily turning off the shield generator by a single person or group of individuals (mercenaries, special forces and/or anyone who wants to play a ninja) Non-powered shields would consume no energy, but would prevent the modification and destruction from hand weapons. Non-powered shields are not destroyed if a ship destroys a building. They would only be destroyed when the generator is destroyed by ship or player. Placing multiple Powered Shields will not stack or strengthen the overall shield however it would make it more difficult to disable with a ground force, as they would need to either break through with ship firepower or disable all Powered Shield generators. Arcification Tokens would be rare and still provide the protection outlined in the Devblog. As a Builder this will allow you to protect your own constructs with enough time to call for additional assistance, should you not already have turrets and weapons to defend yourself. Protect yourself and your constructs, or live small in the middle of nowhere where you will not be bothered.
  23. I feel that instead of an indestructible shield, we should instead have the Arcification tokens allow for the "protected" area to be invisible to scanning technologies, so that it doesn't show up on the map as a base unless you are in control of that site, directly or indirectly. This will make it so that it's less likely for someone to just show up and start blowing the city apart just because it's there. If you want to destroy a "protected" city you have to find it the old fashioned way.
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