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Archonious

Alpha Team Vanguard
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Everything posted by Archonious

  1. That is the best reply. Good examples, I like it, not just overall words. Thanks. "99% of most crews job is watching screens". So the question is this. If 1 or maybe 2 persons can quickly switch and well control all these systems, why it need to be not allowed? Of course, this will require great players skills and resistance to stress, multitasking, and fresh head while under the pressure. This is a way to the progress of players skills (not account in-game skills). Isn't that "Hard to master"? Thanks, Archonious
  2. Hi Kurock, will try to create something for this event. I find it much more fair, that Novawrimo with language discrimination =)))) Good luck to every participant =) Hope to see great creations) Thanks, Archonious
  3. Similar can be said about player skills. If your hand grow from the ass, then yes, you need 100500 players even on small ship.
  4. If somebody have better skills, reaction and overall do better than multicrew, it is not a reason to ban that. Too OP is if everyone easy can do that only. Can you switch and control 10-20 turrets in few seconds? Somebody can. Can you monitor main systems, control ship and see what's going on around the ship? Somebody can. Can you do it all in proper and logical way? But somebody can. And these who "Can" must be rarity, skillful, master-class players. And not ingame learned skills, but what and how they do as players (player skills).And still didn't see any proper role example except control the turret (which will have lock-on system). As example, 10ppl on ship. 1 control ship, 2-3 control turrets, what others need to do? Pay and watch in monitor 99% of time? Thanks, Archonious
  5. Don't see any problem, if it is very hard to control everything. Most important it is possible. You will be "f*ked up" by requirements to have all personal everytime, when you need to do something. Do see any single reason to have this OVERCOMPEXITY at all. You still didn't answer the questions.
  6. @Lethys This list looks as "Skills" list and bonuses, not as player role - "What player need to do". And once again, why it can not be done by 1 player if he/she good enough in multi-task management? @Pang_Dread Why is the game limited to one ship? Why there could not be fleet of other players ships? Why MMO can not be in fleet range, not boring "Sit and manage energy and miss all fun" (as from example above). If to speak about skills and multi-tasking. Play StarCraft2 vs Koreans and do the same as they do in 5 seconds after launch. P.S: "We'll all be soloing capitol ships...". Let's remove "capitOl", since it will be EXTRA expensive (maybe will take months of hard farm of resources to build and months to build) for everyone, and take just a ship. So you say - people want and will enjoy more to play on their own ship, not serve (run sub-systems, while somebody controls the ship) on somebodies else one? So why do you force other people to do that? What will happens if there would be not enough volunteers to serve (don't expect there would be millions players. I don't say it will never happens, but don't expect)? Thanks, Archonious
  7. I want examples and fact from your imagination and theory, not just overall words. You say, engineering role, damn what is it? What player need to do? Or shields? Power management, damn are you from medival, special role for that? Communication? What you mean at all? That what I mean! You list just a empty words (everyone understand it as imagination allows), but 0 samples how it can works even in theory (by special crew member role). Don't take me wrong, I don't saying everything must be 1 players easy controlable. But I want understand what is "crew-control" in your imagination, what and how players need to do. Personally, I'm for multi-crew, but not as requirement. If player great in multitasking, game must allow control even huge ship by one player. It must be hard, it must be stressful, but it must be possible. If player can't control everything by him/her-self, then multi-crew is an answer. Thanks, Archonious
  8. I'm not speaking about small or big ship balance. Question is how big difference would be between "automatic" and "multicrew" ship.And meaning "Large Ship", as is very vague. And one more question, what need to be controlled by multi-crew? -Weapons have lock-on system, as I remember. It is still a question how exactly it will work. So players need to controll every turret? Good luck =) -Ship control. I can't even imagine that 2+ players will control ship very well -Repair. Maybe, but I didn't see how exactly damage will work? Will it be helth bar or ship will lose chunks of blocks? I would be happy to get some real info, not just "I think it should be...". I respect your opinion, but interested not in theoretical text. Wanna details, examples. Then it would be easier to discuss =) Thanks, Archonious
  9. Or not as bad as players. Players are different =) Anyway, as I said before, I would like to see a good balance between "Solo vs Crewed" ship with strengths and weaknesses for both types. Forcing players to do something is not a good way. Great attitude - if you find information from others as truth is a problem of this member. Thanks, Archonious
  10. @Lethys Nothing else to add. Simply, there are people who say like it would happen with 100% guarantee and create disinformation in the community. If to speak about the crew. How big should it be in your vision? How many players need to be in "sub" to cover possible DC/RL (if to make heavy requirements to have a multi crew)? Finally how big should be a ship? Maybe I find 30m ship as huge, but you speak about 3km ship. Future. Automatic systems. Even nowadays crew become obsolete more and more. That if to speak about realism. If to speak about game side, re-read ATMLVE messages, don't want to re-write his words. Thanks, Archonious
  11. I bet wheels code is pain in the ass. Don't know any close game to DU with great (or even good mechanic). So hovers as main ground movement is great decision (as technical, as futuristic basic movement type). Thanks, Archonious
  12. I like idea, if it would be balanced enough. Also depend how easy it would be to kill. Imagine what the hell would be around safe zoneon first planet, since everyone respawn there. Not even reasonable game PvP, but hundreeds of trolls with free-30day-accounts. Question of balance I would say. Thanks, Archonious
  13. Too much theory without facts at all. We will know how good/bad/possible to do that only in alpha/beta. All the rest is just guessing, personal opinions and possible plans. Even "NQ said" does not mean it won't be changed in future. BTW, crew is not that great thing. If somebody has important role, it can be failed and everything could be failed as result (reasons - internet, lag, somebody knocking the door, bad reaction or any other). If there are two similar shios with 2-3 members and with 20 members, it does not mean 20ppl ship has advantage. Question about roles in game is open as well, till alpha/beta. There are too much dreams shown as truth. What about lock on system and what kind of control then? What about destruction model and what about repair then? So yeah, it cool to discuss "How it could be", "How you see/think about that", but how it will be nobody knows, I'm sure, not even NQ. P.S: I would agree with ATMLVE more, over complex structures will have possible negative effect (if it would be requirement). It must not be "Black or White", there must be balance. Possible, but not same. Advantage, but not critical (if speak about same level knowledge players with same other factors). Thanks, Archonious
  14. Overburned, happens. Find another hobby, interest, game or fun to refresh your mind =) P.S: Join us in SE. Find new relations which could be similar in DU. Practise in building. And everything with people from DU community (and not only). Thanks, Archonious
  15. Not only. It could be the help to friend (more rare, but possible). It could be a reward for players who make some kind of competitions (made by other players/streamers). I would point on big difference from buying "ingame money" directly from developer. Player A (spend real to get ingame money) make request to player B (spend time to get lot of ingame money) to trade DAC on UC (Universe Credits - if I'm not wrong that how NQ called it at least once). So Player A buy time of player B, who made most of the work. Main thing - NOTHING become from nowhere! It is job! 1 player work for another and get paid for that. So if that would be pay to NQ and get from them - it would mean "UC become from nowhere". Like EVE (partly) - you get money from player and then buy ship from nowhere. If you get money in DU - this is just saved time, you need to buy resources or ships from players who spent time to get/build them. So everything is about "Time for money". Not perfect, could be abusable, but without it would be worse. No farm-to-play, black market gold-farmers and as result same problems + some more. Thanks, Archonious
  16. How much different you plan to do the server? -New resources + planets separation -Special limits -Items changes -IT/coding knowledge to improve server If you plan run basic server with few mods, then much better to join somewhere, not just waste time and money. Support DU instead. Of course that is your choice, I also vote "Yes", but it is not that necessary if you do not plan to improve it. IMO. Thanks, Archonious
  17. aaahhh... as wrote before, if English would be my native language, it would be cool =) It is not very cool translate and work after mistakes.
  18. Without offence, but if follow this logic most part of forum need to be clised/banned. And nobody force you to do anything. Want to play? Then close forum and wait ~2019
  19. That is reason mainly. To create something looking good (not great, just good) is not that easy as it could looks like in beginning. Designing and art building requires good imagination and (very important) good practise. Or player need to be talant in this =) I practise my design skill in SE (about 1 year) and built some nice looking crafts in Robocraft before. And I see massive progress with what I did in my first experience and what I do now (and it is far from limit). It is hard to create something great. But people love to see some great objects in advertisement videos. Yes, there is chance to catch great art designer in alpha-beta testers crowd (I don't believe it is big chance). But if majority of build would be typical boxed crafts (most craft builders make boxes)? Craft without shape with max gun spam. I am in crafting PvP games since Jan'14, Art/Creative people is very rare here. So overall, this is just one of the ways to get easy/free art works in future, because many art players would be happy to try new project. In return they build good quality objects (which could has specifications required by NQ). P.S: As I said before, personally, I do not care about this (accesses), I have all I need already. And unfortunatelly, do not have creative designers in friend list =( Thanks, Archonious
  20. Yeah, you are right. I already said, it would be more actual for beta (mid/late), to make great advertisement program. It was also actual before kickstarter, but there was no opportunity to do something like that. P.S: It was said there are a lot of great works already presented. Could you show at least few constructions (made by author of the post), not just pictures from internet? Honestly, I didn't see any examples of great works made by anyone from this community in construction game. Thanks, Archonious
  21. It is nothing about services or hire. I speak about contacs only. It would be good for future negotiations in game (like trading preferences, any kind of agreements, technology share/cooperation agreements, defence agreements, coop-operations and other. Depends on level of trust and experience in cooperation between factions). P.S: I do not offer anything yet, want create contact only (Discord or something else) for both sides. Like embassy in real life. I would send PM bit later. Thanks, Archonious
  22. Anti-piracy. Good. Will try to create contacts in close future. If your project won't stop, it would be greate to have contacts for future cooperation expansion. P.S: didn't read everything yet Thanks, Archonious
  23. Don't really want to see easy thieves tools. If there would be voting, I would vote "No!". Static objects will be in disadvantage versus player or dynamic one. Don't want to make this even worse. Thanks, Archonious
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