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MookMcMook

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Everything posted by MookMcMook

  1. Same here, happy to pre-pay for a couple of months or so upfront to "help" NQ with dev and market signal interest. The visions and evidence are convincing, as is the MVP state of the game (when reached) already looks like it will be high fun even at pre-alpha, so expect when it is MVP it really will be; which is (or will be) immense achievement itself if realized. That said, the combat game system, is something very big to consider how it feels when it is developed, as we've seen none of that major game system so far.
  2. Roger Zelazny's Lord of Light is a good mixture of fantasy and sci-fi for mind-transfer. In fact the Arkship seems reminiscent of The Star of India in referencing a religion and embarking to a new planet. :-)
  3. I love the sound of making "replicas". I could make some Star Citizen "Antique Spaceships" : The perfect way to razzle and dazzle your dinner party guests with, along with complementary free mints to suck on while enjoying the viewing!" All within your underground Dr. No inspired secret fortress replica, away from prying eyes, of course. With price tags of real money also replicating the actual $ values on the website perhaps with a 50% price one-time only price discount... Of course resplendent with a mini-army of Mooks (services and very affordable pricing schemes: Please pick-up a leaflet) for additional effect, lounging around to complete the day's entertainment (and promote sales of course between dealers, should force be necessary). Another project that I'm sure will see the light of day: Wipeout racing tracks! Whoever creates this can charge fees for racers and place bets for further entertainment: Planet Wiped Out! Weapons disabled until the final lap!
  4. OP, if you want to be a Solo Hero, then you'll have chosen a long and difficult path ahead in this game (or find a solo game where it comes with zero effort). Otherwise we're always needing more mooks? And you'd be more than welcome.Easy training: Just learn how to get your character to die (convincingly is preferred) in all situations.
  5. Join a large org that can set up a big industrial effort and follow orders!
  6. There's a good picture of how the game needs to be balanced out: Look at the diagram (flow) between: Builders <-> Combat There's huge scope for organizations with chains of builders removed from Combat. Bigger Orgs seem a good place to be.
  7. Some reasons aired already: 1. Server load. An eg from minecraft was mentioned by someone as valid reason. 2. Gameplay. NQ suggested that say a 20-person spaceship should require 20 players to man the full functionality of the spaceship. 3. Social. See 2. It's more successful for the game to requie player labour as part of the game's social systems. Obviously mmos suffer from bots/goldfarming... 4. Controlling scripting and determining it's use and scope is a better system for testing it's impact on gameplay I'm not expecting full systems for the core gameplay loop which is when the game might be more available to more players, so long as that core game loop can already provide fun for payment for those players, successfully (afterall once you charge and release, the game is going to be critically evaluated): I think a lot more constructive feedback can take place then.
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