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Fitorion

Alpha Team Vanguard
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Everything posted by Fitorion

  1. Hopefully not far. In a game where social interaction is the game... Not engaging in social gameplay should not be a successful method of play.
  2. In a building game... Of Which This Is... Progression can be handled differently. What we build... together... which allows us to build more and better and different things that we couldn't before... that's the progression. I don't think this game needs to have our characters have Levels... and in fact I'd be disappointed if our characters have levels.
  3. One thing I hate about Most MMOs out today... Skill bars. "rotations" ... all that stuff. When I play D&D I generally play Archers... in combat they basically have 1 skill that they use a bunch... that and movement is all I need. Or I'll play a big axe wielding warrior. They're simple. In SciFi games I like being a star fighter pilot. My favorite games of all time are the old Star Wars X-wing and Tie Fighter games. I still have my original floppy disks from way back... playing it on a DOS computer before WIndows... And what is that gameplay? I fire the energy weapons... or torpedoes... I can move power around to increase or decrease shields or change the fire rate of the guns... and move at various speeds to get in range and on target. Any skill involved is my own... So... I for one don't want the MMO skill bars that have infected MMOs of late. Skills I can see being included though would be things like mining ... gathering... crafting... skills. Maybe hacking skills... Utility type skills. I guess I'm saying I don't like combat skills... I think the skill should lie with the player and how they move and use the ability to fire their weapons... rather than triggering a "skill"
  4. I want to be able to Paint the surface different colors... A voxel in the systems I've looked at usually is only capable of having 1 color... usually based on what ever material it's made from. But I want to do things like: apply a decal that's independent of the voxels underneath them... have a 1 voxel thick wall with different colors on either side. Like a gray hallway with a blue or white sick bay room... But I don't expect we'll get that... I'll have to make walls 2 thick to get the right look... and have to deal with low fidelity designs for logos and such...
  5. You should re-read what I've been writing because your imagination is running wild and going places I have not said anything that would direct it to. The cryo bed or bed for short is just a physical terminal where you can log off and spawn at. If you're on a guild crewed ship... you're doing stuff with your guild... are they not going to let you off when they stop at a planet or base? Are you saying that if you log off any old place while you're on a ship flying through space piloted by someone else that you shouldn't appear there when you log back in? Maybe the ragdoll advocates want to sleep in a bed... I just want a convenient place to log off and back on at where you vanish... that makes thematic sense. A cryobed can be hidden away in a room so it hides the person vanishing into thin air... for the RP minded... But it doesn't mean you're physically in the bed. It's just a spawn point you can register at... or not... as you choose... that's disguised as something that fits in the setting.
  6. Since when did walking into a designated room on your ship that 10 other players are actively playing on to log off/on become tucking people into beds? With this system your character will disappear there and reappear there... No ships would disappear ever.(unless destroyed) If you're in a 1 person fighter type ship you would have to fly it to somewhere with log off/in cryobed services for sale... such as a planet... or space station... or dock with a carrier ship which would have those chambers.
  7. then it wouldn't be in space.
  8. The whole organization system... the core of what this game is... is managing groups of players by players... If that isn't your thing... I've got bad news for you...
  9. well since even getting into space may take a month or so from time of release... Maybe they don't see flying in a 1 person ship to be the primary game play... If that's the case... and they have cryobed type log off / spawn points you can take with you on a larger crewed ship... Then those ships don't have to disappear as you should always have them crewed by guild mates... And the small 1 person ships are for short trips... Not saying I like this idea... this way of looking at it... but it just might be the case.
  10. I hope the system is robust enough to allow... A large space station to be built... with Shop spaces... rooms... leisure areas... Warehouse storage space... hanger bays... maintenance facilities... And for all of it to be able to be sub divided into various size sections... So each of those spaces from a small stall in the mall section to a large storage area can be rented out to anyone wanting to sell their stuff there or store their stuff there.
  11. The benefit of having a crew... but also the draw backs. The big ships may need several people to even be able to move them... let alone man the guns. And such things would be owned by guilds... not any 1 person. And so you would have to schedule people to be online at certain times to be able to use it. Difficult for the unorganized among us... Highly beneficial and powerful to those who can coordinate it all.
  12. What if the cryobed is there with you on the crewed ship? So the ship can be run in shifts like real ships... people log off and new people log on to take their duty station... You could add a delay during battle if you die so any invading players actually stand a chance of making it to the beds and destroying them... preventing people from respawning back on the ship. Basically to prevent a never ending supply of defenders for the ship.
  13. In fantasy games where food just provides a buff I never use them. In minecraft I play in peaceful mode where food has no use. I'm open to a food mechanic if it can be made fun in some way... I just can't imagine how that would be done. I view it as a gate across the actual fun game play... an annoyance... a currency or time sink... a chore. If there was a way to make it not be those things... then I'd be for it. How does damage and healing work in the game? If food are healing items... and practically the only ones... then people would be eating all the time to heal up. You wouldn't need a starvation mechanic... just normal play should have you getting slightly damaged... a bump here or there... which doesn't heal until you eat. But that doesn't really make thematic sense... as there should be medical tech for such things... injections... nano bots... that sort of thing. Maybe if you just make food really cheap and a weak healing effect... then you could have the more expensive and powerful med tech as well... and food would just be used more often for average every day damage? I don't know... I'm trying here.
  14. Everyone should have some virtual secure storage so when they go Offline they aren't still vulnerable to attack. No game will survive long if players can't be certain their stuff will still be there when the log back on in a day... a week... a month. And yep I'm saying you can plop down a shop terminal anywhere. Not exactly storage... in that everything in it would have to have a price and be for sale... though I guess you could set the prices absurdly high... This wouldn't make shipping lines any less raidable. Why it the world would you think that? You have to physically transport the stuff in your unsecured ship until you can get it to the next secure location... your personal storage back at whatever you call home base... or another terminal to resell it. I might put a restriction that terminals can't be on ships... But I do want to see merchant Mall space stations... So I don't know how to make that work just yet. Maybe if we use the territory control system... so It has to be in a territory you have the correct rights to... to be able to place a shop... Is that system robust enough to handle someone making a large space station and then sub dividing it and leasing space to other players?
  15. As realistic as I want the game... Food and water for survival of my character... not to mention age... isn't something I want. Eating... expending currency or time effort only to enable continued play of the game... isn't in itself game play to me. It's a chore. But that isn't to say that it can't be done well... Just that I've never seen it done well. Again in my opinion. If the consuming of food in game could somehow be made fun and a social experience such that player run restaurants had a real and valuable reason to exist and for people to gather for some period of time there... then maybe. But I can't think of any way to do that. The few ideas that spring to my mind... such as buffs... and mini games... don't seem up to the task.
  16. Everything needs to cost. Power generation to power weapons... shields... engines... needs to deplete some resource. And that resource needs to be stored somewhere. Procedural Storage tanks. Make them any size you like and they can store whatever... based on the size they are. If we want realistic economies and realistic ship designs then this stuff needs to be in.
  17. Remote purchase... not remote selling exactly... Like a website... You remotely purchase something. But you have to either travel there yourself or pay someone else to travel for you... to actually take possession of the item. You know like real life... The terminal you make is a physical object where people can pick up your goods. From what the devs have said... placing it I guess also makes the shop show up on what ever in universe internet like analog. So people can purchase your items from anywhere but need to travel to the physical terminal to get them. My point about mail boxes is that many people can use them at the same time but only have access to the items they own and can't see anyone else's stuff... so there isn't any point in stealing it. I'm against "bank heist" allowing mechanics. Unless someone specifically creates a vault that doesn't use the secure storage offered by the game... Because they want to let people try to steal their stuff... then I guess it's ok... And yeah territory control means taxes and fees and what not and should organically encourage people to place their shop terminals in places with low rates.
  18. How? Traveling needs merchant ships Since we make our own terminals and put them anywhere we want... it's organic and dynamic So? Concentrating population is neccesary for a game such as this. This game is not designed to accommodate the lone wolf. While some lone wolf like players could make it work... Lone wolf style play is not the desired play style. The whole game is dependent on player group interactions.
  19. Actually come to think of it... What the devs have said indicates the ability to buy things remotely... So the terminal is itself likely the pick up point... which would have the functions as I've described.
  20. Seems some things aren't clear. I didn't say they would be mail boxes... just have some similar functions... And I'm referring just to the Containers that would be next to the Shopping/auction terminal things the devs have told us will be in game and that we'll physically have to travel to in order to pick up our goods. If they function as I've described they would be useless to anyone who stole one as they wouldn't function once no longer connected to the terminal.
  21. These containers will probably function like mail boxes do in most games. Meaning anyone can use them. Many people can use them at the same time. Those using them only see the Mail... or in this case the items they bought that's addressed to them and not anyone else's. So stealing one... Is a minor inconvenience as you just plop down another and no one lost any goods. But that doesn't mean the goods wouldn't be vulnerable during shipping. They absolutely should take up space in your ship... cargo truck thing... or whatever until you can get them to your own secure storage.
  22. If the cryochamber/bed idea... was something you could craft easily... bring with you... even share... You could have space on your crewed ship just for the beds... just like real ships... where people could log off and on from. I think of it sorta like the Minecraft bed mechanic... where it becomes your spawn point if you're killed. Unless it's destroyed then you default back to some other point. Depending on how it works... this could allow player built "medical frigates" or stations... where people could register their spawn points there. So if instead of defaulting back to the arkship if your bed is destroyed... maybe it searches for the nearest or most recent bed you've registered at... and puts you there. Then you'd spawn close to where you were... and if there was a massive war where every friendly spawn point chamber/bed was destroyed ... well there's always the arkship.
  23. In my opinion players should never be punished for the Devs programing mistakes. The devs should fix it and move on... in most cases. If say it's a massive money maker... maybe take some back... but let them keep a fair amount. Finding such an exploit deserves a finders fee.
  24. The only exploits I can see really being a concern are anything that adversely affects the economy... A way to quickly gain ludicrous amounts of money for instance. Creative and anomalous building effects probably should be left alone... mostly. I could see them adding ways to counter them rather than removing them. Like your can't be targeted example... leave it in... Area of Effect weapons like missiles and mines don't need to target anything... just have to get close enough. That said... if there was some physics glitch that you could manipulate to accelerate to impossible speeds and thus travel much further... in much shorter a time... than they can allow since they need populations to stay pretty concentrated... That I could see being fixed as fast as they can.
  25. exactly... there's a hole in the market ripe for a good scifi game to fill. Free to play... gets population... But so far the free to play games I've played haven't kept me. But they have to have micro transactions to support themselves... And there's a fine line to walk with that. Predatory micro transactions like so many mobile game use actually make the money needed to support a game... Selling strictly cosmetic changes get's your players to like you but doesn't produce nearly as high a cash flow. Subscription. 15 seems to be the standard. First MMO I played with a subscription was 11... Personally I think there should be a variety of pay levels. from 5 to 15. 15 for a full month... and then the reduced amounts that amount to different quantities of in game play time. Also the EvE Style real money for play token which can be sold for in game currency seems to be working pretty well for EvE. I don't know what effects that has on the in game economy though. So If I can only play for an average of 1 weeks worth of in game time per month... I'd like to only pay for that amount rather than the full month. I'd like to use in game currency to buy game time from other players. But if there is a subscription system... I don't want any micro transaction like store. Everything that would be in such a store should be obtainable in game... with a subscription model.
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