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CoreVamore

Alpha Team Vanguard
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Everything posted by CoreVamore

  1. Just remember, for the most part ping speed is only really an issue if you are full time PvP - all the time. However, most of the time you will digging/building/moving/flying etc etc where a slightly longer ping time just doesn't factor into the equation. Skilling your character up and practising your 'craft' will more than make up for any ping deficiencies.
  2. That's a totally different mechanic (overheating, over driving etc) that has nothing to do with what I am proposing. Remember what I am proposing is just basically an extension of what NQ has said they had in mind as far as game play goes.
  3. Hand making an Element, or fabricating one, still doesn't change the fact that it would be harder for NQ code for, especially in battle/movement performance, no matter what its 'locked' stats are. Um, no, just no, it has nothing to do with scammers.... If I want to buy , say Engine XX, I expect it to have all the performance characteristic of Engine XX , to ensure that when I attach that engine to my ship that my ship then performs to my ships specifications. If I am FORCED to check each performance characteristic of every Engine XX on the market, before I purchase, makes for long and tedious play. Not really knowing the volume and types of materials used to create a particular Engine XX - which determines build costs, and influences what the sale price would be, means I don't know if I am paying a fair price for the unit. No, I need Elements, designed by NQ, manufactured by players, to have known material input types and volumes, which creates an element that has known and standardised performance characteristics. Anything else would be mind-numbingly frustrating. Designing a ship to have standardised capacities/characteristics, and then having a client manufacture the ship, would become a virtually impossible task as all the Elements that the client needs to have to build the ship will be variable, and hence the ships performance will be highly variable. This outcome is not wanted by the designer, the builder, nor the end client. If you have ever played Eve online you will know they have thousands of interchangeable modules/elements, that each have various types and tech levels, ( all enhanced by a characters skill base), with various materials and internal techs inside each module/element - depending on the module/element. This provides lots of variety of how a ship can be built and perform. However it also allows for the creation of those modules/elements with known performance characteristics and 'build costs' - which influences sale costs. Bottom line is you can have variable performing ships and constructs by using hundreds/thousands of Elements that have consistent build inputs and known performance characteristics. But you can design and build a ship to meet the desired performance level. This may sound more complex (lots of known modules/elements) than your idea, but in the end it provides a standards based approach that allows for the creation of ships/vehicles/constructs with predictable/known/reproducible performance characteristics
  4. The servers are in the EU so yea long pings will be a thing for those of us down under. Such is life
  5. The above has a couple of problems. Much harder for NQ code for, especially in combat How could anyone be sure exactly what they are getting when buying, say an engine, on the market? Could be made of wood and burn up within the first second of use, and the client may have paid top dollar for it thinking it was a high end Tech 11 component only to be sold what is effectively a dud.
  6. Elements are made by NQ, things like engines etc, these, as far as I know, are not player changeable (except for maybe textures). I hope these aren't what you are referring to as modules? The world is player made, however not EVERYTHING is player made - some of it (elements and orbital bodies like suns/planets/moon/roids etc) are NQ made.
  7. I'm not even sure that the DU engine is able to allow players to walk on the surface of a ship that is doing heavy manoeuvres without deathly consequences to the player. As far as I know in DU it is only repair by hand, there is no auto repair in any form, so repairing in the midst of battle will/is definitely a thing to be doing. NQ has even said it would be. My suggestion is just an extension of what they are planning.
  8. HI Team Situation: You are a member of a ship crew, mid battle, you know that parts of the engine and wing are shot to hell and about to fail. But you are inside the ship and unable to repair an item through the hull of a ship. Going for a space walk to repair them risks you being flung of into space as the ship is still under fire and manoeuvring heavily. Are you about to become the spoils of war? Solution - Part 1: From your arm console you select the repair option and then select the ships 'Repair Blueprint'. You zoom into the throbbing red part of the blueprint, click on it, and the blueprint, knowing your current position in the ship, guides your arm and repair tool targeting sensors to triangulate and make the repairs to the selected area/part - no matter what physically lays between you, and the part that needs repair. Now your repair tools range will be determined by: your characters repair range skill as well as whatever upgrades/enhancements are actually on your repair tool. Any bonuses that the RT gives you, described below. The above is combined with..... Solution - Part 2: Ships can be complex beasts, and as a designated Ship Repair Technician, you may not have all the materials needed to repair the ship on you. Here we introduce the "Repairs Tank", or RT for short. When a ship repair technician enters a ship, assuming the ships RDMS system has them as repair crew, they must link to the ships The Repairs Tank, RT, for this system to work. (Would be a horrible realisation to make in the midst of battle that you still needed to do it..... oh what fun! ) Naturally the ships owner should ensure that essential materials to repair the ship are in the RT for the system to work as expected. The ships RDMS might also allow ship repair technicians to add materials into the RT. The ships owner also needs to mate the RT with the ships Repair Blueprint. This mating becomes the key to repairs as it ensures that material in the RT can ONLY be used to repair that particular ships blueprint. (This mating might also be done at the ships construction stage - not sure about this as its a decision that NQ would have to make) As mentioned in Part 1, the RT may also have some 'repair field enhancement' that allows it to improve a repair tools focusing field and hence boost range, or speed, or both. The level of an RT may also determine how many concurrent users it can support - this might be related to the size of an RT. Small, medium, large and holy crap! This would allow for various enhancements/tech levels on an RT, potentially making the difference between repairing an engine before it blows, and the death of a ship. This ships equipped with an RT may be a harder ship to destroy, assuming the ship repair technicians are on their game. So what do you guys think? Are the Repair Blueprints and Repairs Tanks ideas a good addition to game play within DU? NQ, is this something worth working on? Cheers
  9. I played Eve for years, so I don't understand why you think I think its not fun Secondly, my comments were mainly talking about the game how NQ has described the completed game, not as it is currently.
  10. OK, I've read to the end.... Many of the thoughts and scenarios presented are no different to what happens in immersive games like Eve Online. Some of the ideas, like encrypted comms, might be able to be created via Lua. Some of the 'access to info' ideas cant really be expanded upon till we know what form things like rdms, organisational groupings, etc are created as some of what is suggested may be possible, also may not be possible, it just depends on the underlying game systems. Suggestion, lean how to break your posts up into paragraphs and point forms, makes reading long posts like that a lil easier
  11. NQ has said that there wont be any fully automated drones in game, for combat nor mining.
  12. First Comment Jamming, which is planned for DU, wont necessarily solve the issue of being massively outnumbered, as the huge force can employ the same techs against the smaller force. Not just that but their sheer numbers would allow for greater damage to be dealt as those small hit chances, when multiplied by huge number of attackers would tend, once again, to favor the larger force.
  13. One could take the other view and just have the mods/system lock threads that havent been posted to within the time window. I'm not saying I agree with this option, however, it is an option.
  14. By the time you get to viewing distance the potential enemy is right on top of you which is too late to work out friend or foe. Your instruments (radar etc) will see the other ship a long time before you can eyeball them. ?
  15. Close is relative.... close could be 100+ km, which i think would be far outside of any local chat ranges - unless the local chat range increases in space.
  16. Im not sure if in game chat extends to distances involved for ship to ship comms. So a directed hail could be a good idea.
  17. Not sure how that Travolta guy got past the force field .....
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