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Wilks Checkov

Alpha Team Vanguard
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Everything posted by Wilks Checkov

  1. As far as I know they are not giving out any more ATV keys, the giveaways for those all occurred before the pre-alpha even opened. With it open now I highly doubt they will do another run of new ATV members. However, as I am only human, I could be totally wrong. Until someone corrects me otherwise we will just have to wait and see. . .
  2. This is not Rust. . . More of a sandbox MMO with political mechanics more akin to those of EvE Online. If you do not want to have people take your stuff, make friends. While you are offline if they are online, then they can take care of the snoops, or even notify you that something is going down. As to protecting your constructs - eventually basic AI defensive turrets will be implemented; "probably in the construct v construct / pvp patch." Until then there is very little to worry about.
  3. In some ways this is still applicable and in others it is not. If revision is required it will be done.
  4. Okay, I am not sure if this is just me or if others feel this way, but why would an organization want everyone to know what they are working on? Don't get me wrong, it could just be me being a little paranoid when seeing a post like this, but it does have merit.
  5. Hard to think a whole year has passed already since the last time. By chance do you take a submission more than 7500 words... wrote something for the last one but never turned it in. Kind of turned into a small novel rather than a short story.
  6. This idea came to me while I was eating a waffle downtown, so I figured I would post it as one of my debate threads and see how it goes, and what develops from it. Debate 10: Weapons Modules This mainly stems from one of my previous debates as well as a few other current topics, specifically one about multi block weapons. While having multi block build-able weapons would be nice they are rather intensive to design and set up for the developers. "Correct me if I am wrong" Hand Based Tools & Weapons This started me thinking along the line of weapons modules, in this instance lets think about a standard pistol. The standard pistol is the base model that is produced en mass by your local market seller. However the pistol is modular, meaning you can replace the barrel, receiver, magazine, grip, ect. For instance if you wanted a full auto pistol you would switch the receiver module out with one that is full auto, or even one that is burst fire. While the pistol may look the same, "modules do not necessarily have to modify the appearance of a weapon" it does effect how the weapon performs, essentially making it a more specialized tool. Then if you wanted to turn that smg into something more accurate you could add a scope or a different grip module to it. The same applies to your standard rifle, you can modify its modules to turn it into a more specialized tool. For instance adding a longer barrel could increase your accuracy and range, and combined with a scope you would have a proper sniper rifle. Ship Based Tools & Weapons Along the same line of hand based equipment, your ship based equipment could follow the same line of thought. Everything could have slots for customization, everything from reactors, batteries, engines, ect. A great example would be that of a reactor, lets say for this example the reactor at hand has 4 slots available for customization, without those slots used the reactor will only produce a base x amount of power. Then you add in a fuel efficiency module into the reactor, meaning it uses less fuel to produce the base value x amount of power. Then you add in a generating efficiency module into the reactor, that boosts its base x production of power per cycle. So instead of producing 100% of power it produces 105%. There could be many other types of modules developed to add special features to your general items, and customize them to fit your exact needs. Ship turrets function in the same way, they have a set number of slots you can customize. Lets say for this instance the turret is a standard railgun, and has 5 slots available for customization. The first module added gives it a boost towards cycle fire rate, so instead of a base value of 100 fire rate its 105. You could make all 5 slots have cycle fire rate mods, or you could add in other special options. Module 2 and module 3 in this instance are capacitor boosters, which increase the amount of power the weapon can use to fire the railgun, increasing the speed of the projectile meaning instead of 100 its 110 damage. Then for modules 4 and 5, they are tracking computers. These tracking computers increase your turning rate on your turret. Meaning you can compensate and track your enemy faster. so instead of 100 it would be 110 boosted tracking rate. Economy Having modules would also open up a whole new industry that players could focus into in producing modules for ships and weapons. And different quality modules would effect the stat that the specific module boosts. Anyway - If you have any constructive criticism or support to add to the topic feel free to comment below. Feel free to expand on the idea to your whim. Just keep it nice and clean - no flames
  7. I know with the setup we have with our structure at the current moment this would make defining memberships far easier. As well as open up other possibilities for other types of communities to develop. I am also fairly sure I can speak for several other groups that would love to have this, but with how NQ are focusing on the game at the moment, it will likely be a while until any such rdms features are added to the community site.
  8. All I can and will say is have patience, if and when they decide to lift the NDA they will notify us. - Until then I am the only one who can enjoy my screenshots.
  9. All I can and will say is patience, it will come.
  10. Since late 2016 we have had a similar project in mind, have designs and concepts done, just finding the right people to work with on it is the only difficulty...
  11. I would suggest talking with BOO if you want to get into that type of thing. . .
  12. Guys can we simply just stop flaming at each other and just go back to awaiting the DU alpha... Come on, some of us can take time off from work and want to do so to enjoy the alpha. There is nothing wrong with that, some people simply care enough about it, to do such things. Then there are those of us who can not take off time for the alpha, sadly I am one of the latter in this instance, but guaranteed a lot of us who can not play due to work/school time constraints will do what we can to be online as we are able. What is not proper however is to flame at individuals due to the fact that they are taking time off from work to enjoy the alpha, or that a group does not care enough to take time off for the alpha. What I do suggest, is that we just go back to our quiet little corners, and just continue to wait for more information from NQ about the coming alpha.
  13. Personally, and this is just me and a very limited few others... but augmentation... implants that whole wondrous side of things does fit within the lore... I imagine at some point a few of those features will be added in, in one way or another.
  14. Its already been stated, there will only be a single currency, however we are free to run our own economies as we want... including taxes on trades, equipment prices, ect...
  15. You do know they have community ran SWG servers out there right... a game disk is required though... Some of them are quite popular...
  16. Hunting down those annoying "bad" pirates... not to be misconceived with decent pirates. More than likely just working to get off planet fast as possible, away from all the idiots...
  17. It has already been stated that there will not be any form of nuclear armaments. The most we can hope for are just big explosions... not world ending explosions.
  18. This also might help give some rough ideas on how to approach the shield mechanic...
  19. The brutaity of the economy - the freedom to trade/buy/sell how we want is what made it enjoyable for those of us who played the market game... we waged our own wars in doing it, but instead of using guns we used the power of the almighty credit to make our enemies feel our wrath... I do hope to be able to do the same thing here eventually... the market games are so much fun to play... It goes hand in hand with making lots of money... "Confessions of an eve trillionare"
  20. Flight Crew are essentially the dedicated pilots of the ship... they receive direct voice commands from the captain as to maneuvers. Engineers are more autonomous, there purpose is to repair, maintain, fix anything that breaks during normal operation and in combat. They do not require, normally, direct communication with the captain short of being told to focus on a specific area fist, should the need arise.
  21. When I originally devised it, all of this is theoretical, the layouts will change with each group, fleet, and corporation. Every person has their personal way of running things. . . and for something like this to work - yes it may be difficult, but when you have access to "several of those GOOD" fleet commanders it becomes significantly easier. So we plan to try and follow the tried and true approach to fleet organization - and change as needed. The design itself is meant to be configurable though - just to provide a rough layout of how things could be. Anyone is welcome to change it around to suit their needs. As for those who are unwilling to believe in the multicrew system... too bad... A lot of us are looking forward to it. Should you have any questions or want to request further information on this topic feel free to contact me - and I will do my best to answer any structure comments you may have.
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