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MookMcMook

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Posts posted by MookMcMook

  1. I do have my own ship design in mind. but it hinges on gameplay to make it actually work so I will keep my cards close to my chest for now. However should the design be viable according to the functional gameplay then if I am struggling with the designing then having it made by someone with the ability to make it, is a big relief.

     

    "A custom ship is not just a ship, it's also a place to live... welcome home." :P

  2. AW YEEA !

     

    Ship designing is going to be big business: OP you could do with sprucing up your advertising  , addiing a little touch of class!

     

    Star Citizen replica ships are going to be a collector's dream (strictly for viewing purposes; like fine art for auction: 100% authenticity/fidelity guaranteed!). "Please, over here on the left the EVE showcase room to feast your eyes on... and ladies and gentlemen if you'll take your seats now for the jewel in the crown of this evening's tour, the creme de la creme showpiece itself (please have your bidding slips to hand): The Star Citizen showroom!" *faint elevator music, in a sort of John Williams style, slowly wafts through the assembled crowd, mingling with the growing excitement, on the warm evening wind...*

  3. I'd guess Capital is analogous to the Age of Sail where the larger ships could hold larger cannons and stronger hulls, and thence out-range other ships and gain superior advantage in warfare? What will large ship fleets attack?

     

    * Other large ships controlling areas of space

    * Large space-stations themselves (trade hubs?)

    * Planetary infrastructure defences and productivity areas.

     

    Whatever happens it seems large fleet battles could be one of the most fun and most popular areas of gameplay (could) so let's hope we see relatively frequent such engagements of diverse sizes, scenarios, multiple fronts of factions and of course some great ship to ship engagements themselves!

     

    As said, role in such scenarios might end up classifying ships too?

  4. Love 'em.

     

    When the backing portal opens and I subscribe I will set up an organization. I have some design ideas already but need to make them. I have to first make the insignia or crest or logo as the Organization's Face/ID/Fingerprints.

     

    We'll have ships according to standardized scheme which is functional appearance (signalling system!). I'll post the "logo" after I create the group here and hope it is enjoyed by others and fuels other creative ideas further.

  5. 23 hours ago, Rafiki said:

    I hope you will make later a contest with some other languages too.

    my english is not the yellow of the egg we would say in germany,

    but i love produce stuff like that.

    Here, have some grief bacon to go with your yellow of the egg. :-)

     

    Let's say 250 words per page average (low end). Then for 6,000 word essay = 24 pages target. I think having a good editor will help a lot should one decide to have a go at this. Bon Chance!

  6. In one of the dev articles, the reasoning for First Person Perspective was given (iirc):-

     

    1. It's more immersive. A view (ho-ho-ho) I've become much more comfortable with in fact to the point where I feel it's easily superior to 3rdpp for such a Virtual World (VW)

    2. There was a vague aspiration to the fact 1stpp "COULD" support such as VR interfaces. But nothing direct on VR and nothing specifically with regard to the OR implementation.

     

    I'm sure the sentence in the developer diary (?) could be dug up...

  7. 46 minutes ago, Dr Rhubarb said:

    I haven’t been able to find any info on whether or not a ship/plane can have more than one core, but looking at the videos of the early ship building, there is a 3D grid which is stated as the limits of how big you can build.  So I am wondering if you will be able to add another core to build larger.  If that is the case, then maybe you can classify ships based on number of cores, big or small cores. For example, this is a 2 large core ship.

    Sounds like a possible fundamental taxonomy of ships to apply.

     

    * Core Number ∝ Ship Size

    * Crew Number

    * Function

    * Range?

     

    I actually have an idea for a ship design based on Function => Form. In fact the appearance is key part of successful function in the design, the form is intended to convey social information to others. Well itchy fingers for when we can design our ships...

  8. In general over-complex food/water (and O2) systems would be adding tedium (someone said going to the loo etc). That said, Biomes with food and O2 and water etc would become much much more valuable if ships required these as abstract fuel components ie your avatar just has to go to the ship for these things after extended absence to remove the issue. The ship itself then needs refueling.

     

    Also consider cities as well: A huge economic management to grow food. O2 planets "free supply" than non. Of course costlier on non life-biome habitats for these things. Then and again the control of air ala Total Recall has political ramifications too.

     

    So perhaps these systems as "macro parameters" as opposed to pesky micro-ing management. At such a level they would shape player behaviour and settlement patterns in space possibly...?

     

    Then even further in the future than this already future, "Terraforming Mars"! Mega corps... mega infrastructure required ! Dang, easy to get dizzy with excitement too quickly.

  9. Avatar Movie: IVVS Earth to Alpha Centauri (pandora)

     

    I enjoyed this movie immensely for what it was: sci-fantasy setting for fairy tale story structure. The details of the trip the above ship makes from Earth to Pandora (one of the moons of the gas giant Polyphemus orbiting Alpha Centauri A in the AC star system, our nearest start our own solar system, is quite an interesting What If? comparison. The interesting details are the relationship between:-

     

    * propulsion technology creating possible speed ranges

    * acceleration and deceleration phases

    * fuel requirements

    * on-board carrying capacity and functions

    * The derived speed, time, distance (with some time dilation thrown in too) measures of the journey.

     

    I don't know what the structure of Dual Universe will be with respect to solar system distances between each other, galaxy (one is big enough??). I might need to read up on the lore some more. But how NQ design for the above within game systems is going to be interesting, of which it seems possible:-

     

    1. Very large ships will be required to make large interstellar journeys via some "tech": Warp, Hyper, semi-FTL (!)?

    2. Smaller ships might be more tolerable to atmospheric to space flight (think a behemoth expending fuel inside the gravity pull of a planet?

    3. Warpgates: Maybe these will be for "super long distances"?

     

    Some economic, time, resources, distances, fuel, options available CONNECTION between all these will materialize?

     

    So for example, large ships could leap in a few days or more to another solar system in game time, whereas obviously the Warp tech is "instantaneous": But if that warp tech is not available, incredibly expensive so better deployed say the equivalent of >week of insterstellar time/game time or real time(!) then setting one up further away seems more practical.

     

    Then add to what Vorengard said above about resource raw -> processing complexity -> infrastructure functional.

     

    That Chinese curse: "May you live in interesting times..." Yeah flown interstellar and forgot to pack my toothbrush: I'm screwed!

     

    The overall shape I'm hoping for the game:-

     

    1. Breaking planetside will feel immense for the first time

    2. Exploring the solar system will feel immense

    3. Interstellar travel will feel immense

    4. The first stargate will feel immense

    5. All the while "not perfect information" on the requirements for all the above stages until reached.

  10. I'm very very very glad NQ shut down their sales after crowdfunding for a year.

     

    It shows great integrity of intent and avoiding the temptation to continuously extract money from their backers who are invested and possibly more prone to "sunk cost fallacy", and more eager to invest more than they should (risk) given subtle promptings from the dev.

     

    It also as they've stated elsewhere: Ensured they don't over-extend their scope creep nor over-promising... Notably they released pre-alpha build to honour commitments and then avoided the Paris games week again to prioritize development and not lose weeks.

     

    So thank you NQ on that front. Thank you, emphatically.

     

    Secondly, I would like to chip in a couple of months or more upfront to "support" the devs (market signal and finance). But also along with this option comes the further option to create an Organization which I would also like to do. So end of year would be welcome for me on that front as well.

     

    I look forward to joining this game community and promoting some positive stories with everyone.

     

     

  11. 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.

  12. On 14/11/2017 at 8:10 PM, CaptainTwerkmotor said:

    Copyright Infringement only kicks in if the person who is making a copy of a trademarked property makes money off of it, NQ does not make money off of it, they didn't develope the X-Wing Ripoff, and they do not directly profit off of it. People buy DACs, NQ is not responsible  for what people do with their DACs' money in-game.

    In this case, NQ is not making money out of the intellectual property of said copyrighted concepts, like the X-Wing.

    For easy referrence, NQ can easily point out to the Marvel Comics VS City of Heroes case, where it's obvious thE creators of the MMORPG City of Heroes were not to be held accountable for their users' creations - Captain USA , Steel Man, The Incredible Bulk, White Widow, Hawksight, Rick Furry , etcetera.

     

    Also, NQ can easily make a database of copyrighted names that can't be appointed onto constructs, like X-Wing , USS Enterprise, (Super) Star Destroyer or Battlestar Galactica. As long as people don't name them these names, NQ has no need to deal with the issue itself.

     

    So, it's time to make the Hee(greek X)-Wing Fighter, the AstroCombatant Galaxia, the USS Enterpreneur and the (UIltra) Interstellar Destroyer.

    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!

  13. 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.

  14. 9 hours ago, Eternal said:

    Exactly, and definitely not myself! If I'm not PVP, then it's PVE. What is PVE in this game? It's personal-progress, not just Organization-progress. Most Organizations in this game are so PVP-based, including their policies and implementations. Very few to none have I seen any Organization lay-out a system(a good developed system) for private-economy that is beneficial for PVE-progress. A Republic-system that you will work on building yourself and contribute to society for the sake of working together to achieve common-goals. 

     

    EVE is to blame for this! F*** that game that it carried here! 

     

     

     

    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.

  15. 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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