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zagibu

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  1. Stargates should consume energy to transport ships based on the distance traveled and the mass of the ship, so a huge corporation displacing their whole fleet would have to dish out some serious dough, while a small band of friends could still travel through the universe fairly fast and cheap. Additionally to cost, there could be a queue system at stargates with different lanes, so that ships with smaller mass get processed faster than larger ships. And lastly the construction of stargates could require rare resources that the devs can control the available amount of, so that only few stargates will ever be built and thus only connect a few main routes. Another idea could be one-way jump beacons. You drop a beacon somewhere, and can later establish a wormhole to that point. This would mean that only returning would be fast (but maybe still costly, depending on the mass of the ship and the jump distance), but to head out into an unknown region of space for the first time would take a while. Could also introduce an interesting mechanic in that other players could try to find other people's jump beacons, and either destroy them or set up an ambush at that location. Also you can't say absolutely that large ships can accelerate faster than small ships, or that they can reach higher speeds. The former only depends on the relation of their thruster output to ship mass and the latter on the relation between fuel carried and ship mass. It is hard to say if a larger ship would have a larger fuel tank compared to it's relative mass, because everything else also has to scale up (you need more gun mounts for defense, more mass dedicated to structural integrity, a larger shield generator, maybe even emergency pods and scout ships, etc.).
  2. I agree with the previous posters who said that having no dedicated currency would be best. As long as there is a robust trading system in the game, people will simply find one or several different resources to serve as a currency. It works really well in other games and kind of regulates itself.
  3. Hey, some other game did several iterations over helmet designs etc. before they even had the basic physics and networking down I really like that NQ is approaching game development from a more sensible angle.
  4. The way I see it is that travel needs fuel/energy, and fuel/energy can be created from mined resources. Why not directly trade that? It is an item that can be gained by spending labor (time) and is constantly consumed, and can be controlled by DU, if necessary, by adjusting the abundancy parameters. Introducing an artificial fiat currency will just make everything complicated.
  5. I think it should not take too long to get into space, but then space travel should expand outwards only slowly. They can do this by controlling the amount of fuel that has to be created from mined resources. I want it to feel like a real journey into the unknown, with a possibility for expeditions to new systems to fail (because a self-sustained colony could not be established). One problem with this approach will be that people could get stuck for a long time. Maybe emergency teleporters could be developed for this case, that only work once and can only teleport you back to a previously fixed location. Not terribly realistic, but I like it better than jump clones from EVE. Or maybe emergency FTL rescue pods. In both cases you should lose your complete inventory, of course, otherwise the whole thing is quite pointless.
  6. What they mean is that there won't be multiple copies of the same game objects in different states. If something is destroyed, it is destroyed for everyone, not just for a certain set of players. How they will achieve that is a completely different question. You will see for yourself how well it works, once there is public alpha footage available.
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