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Fitorion

Alpha Team Vanguard
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  1. Like
    Fitorion got a reaction from Asimos in Preferred logout mechanics?   
    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.
  2. Like
    Fitorion got a reaction from Darius Sanguna in Stargates: Functionality?   
    Making them take so much effort and resources makes them rare.
     
    It means only the most massive organizations... like galacticly large controlling many systems could afford more than 1.  And likely a lot of IRL time before any organizations achieves that...
     
    Just like In real life Governments have large Carrier groups and can move large quantities of military assets quickly.  This hyperspace mechanic is an analog to Sea going combat.  Real space is the coast line and Hyperspace with gates is the currents and prevailing winds that most ships follow to get around... and powerful ships can get around those restrictions at great expense. 
     
    Which means if you attract the attention of such a ship then other parts of their territory are vulnerable.
     
    Hit and run tactics would be rather effective.  Hit a place and use the gate to get back into hyperspace before the big ship and its fleet can arrive.  Then high tail it a safe place to take shelter or continue to another location and hit it.
     
    force the big ship to expend resources until it to is reduced to using the gates and or has to put in for refueling.
     
     
    Destroying a gate is a bad idea in almost all situations.  I've described in other posts about how suicidal attempting to destroy a gate is...  HUGE boom.  any one attempting it would not escape the blast... nor would any space station nearby or planet.  It could crack a planet open if too close or cause mass ecological damage if just on the outer edge of the blast.
     
    And unless you had a jump engine equipped ship yourself... you'd be cutting off your only means of escape.
     
     
    But you're also ignoring the draw backs of jumping into a system not at a gate. 
    1. you will be vulnerable just after jumping in for a while... so you'll want to a. have escort ships and b. not jump too close to the enemy
    2. If you don't have spies in the system relaying information on where the enemy fleet is or if jamming is being used... you could collide with ships if you jump too close to the planet they are attacking for instance. 
     
    A certain amount of uncertainty in the exact location you'll emerge from hyperspace can and should be present. 
     
    A carrier group is a large investment that you don't risk unless you have to and you don't send to far from your core territories which it is defending. 
     
     
    This system means small scale skirmishes are common.  The mid range territories see medium class fleets engage... with maybe the odd capital ship popping up here and there.  The core during an all out war sees the massive capital ships duking it out... also the border...
     
     
    There is another thing to consider...  the Fragility of space ships...  Armor... hit points... whatever doesn't have to scale linearly or exponentially like Bosses in so many games do...  Weapons that fighter class ships have could and probably should do effective damage even to the largest ships. 
     
    Think Dark Souls... where even if you have the best weapons and armor... if you misstep... don't dodge... or make a mistake you can die pretty darn quickly... In space it should be the same.  Every battle even if on paper you have a superior force should be close to disaster if you underestimate your opponent.
  3. Like
    Fitorion got a reaction from Traceur in FTL Jump drives   
    In that system most ships would need to use gates.  Almost all ships would use the gates even if they could make their own jump points as gates are where they want to go any way and that way they don't have to spend the energy needed for it.  They'd only use their jump point generating capability during combat operations or exploration operations.
     
    And just like in real life people finance to get large equipment. 
     
    So a small group of people could not go outside the gate network unless they.
    1. Get backed by a larger group.
    2. Steal a ship.
    3. Hitch a ride.
    4. Take the long real space route.
     
     
     
    But... remember what type of game this is.  It's sandbox... player driven... Not a themepark... not single player.  The focus of the game is the interaction with the other players and the large organizations they make.  It isn't designed for the individual or small group to be able to do everything and can't be.  if you can do everything independent of everyone else then there is no drama.  The barriers and overcoming them are what make games like this fun. 
  4. Like
    Fitorion got a reaction from yamamushi in The Hyperspace Mechanics of Stargate Travel   
    Some videos Featuring the jump points and hyperspace.
     
    https://youtu.be/2k8SRxOYC_U?list=PLo0Ow__m-XJLwII47LMrpswOkaAaQ3qse
     
     
     
    https://youtu.be/wl6E0Y_jYHk?list=PLo0Ow__m-XJLwII47LMrpswOkaAaQ3qse
     
     
     
    https://youtu.be/eH8WKvyOT38
     
     
     
    That last one the Narn aliens were fighting a ancient alien force with very advanced tech and they used something to disrupt the jump point as the Narn were trying to escape back to hyperspace and the collapsing jump point destroyed the Narn ships.
     
    I fail at embedding these youtube videos...
     
     
    another battle montage so a few glimpses of jump points and some views of the ships in hyperspace.
    https://youtu.be/jSa6Zl8fcyo?list=PLzUwdMSZr2iaHdMHnN_pC76O7QrAedr-I
  5. Like
    Fitorion got a reaction from DevisDevine in Biological ships   
    Like the ship from Farscape. 
     
    Star Trek TNG also had one episode with a living ship.
     
     
    "Space whales" are a staple of Scifi.  With many many instances of encountering rare space fairing large creatures.  Sometimes the lore is that the technology for FTL travel is actually reverse engineered from studying them... Sometimes it's that they are captured and converted to space craft... and sometimes like Babylon 5 it's the culmination of technological development.
     
    So there's lots of ways you could fit it into the game.
  6. Like
    Fitorion got a reaction from The_War_Doctor in The Hyperspace Mechanics of Stargate Travel   
    I like the Babylon 5 Hyperspace Mechanics.
     
    You have Hyperspace... and Jump Engines... and Jump gates.
     
    Small ships don't have the power to use Jump Engines to access Hyperspace and must use the Jump gates.
     
    Big ships can produce enough energy to form a Jump point (punch a hole in space) to access Hyperspace... But depending on their tech level may have to power down weapons to do it.  So they too often use jump gates.
     
    It takes time to travel in Hyperspace... but it's as if everything is much closer so it takes much less time.  In Hyperspace there's all sorts of energy flowing all around and no reference points... so a craft could easily get lost... or get pulled along with the flow if it lost power to engines.  The Jump gates transmit a lock on signal so ships can navigate through hyperspace to their destinations.  Even if your destination is a system that doesn't have a gate yet... But if you go too far from where the Jump gates are you could lose their signal and not be able to find your way back... The Jump gates are what provides reference points in Hyperspace.
     
    So if you want to make a place a destination that people will use... building a Jump gate there is a sure way to do it... and puts you on the galactic hyperspace map so to speak.  And if you want to hide... be in a system without a gate and have a ship big enough to make its own.
     
     
     
    In B5 the gates are hard to make... They're government projects... or found as remnants of long gone civilizations.  But Easyish to destroy.  And when they go... boy do they go.  They aren't destroyed very often though... Because it would be suicide for the one doing it.  And if you could somehow manage to survive it... you'd be trapped there as odds are your ship can't form a Jump point.  Most ships can't.  It's only the really big ones... owned by governments...
  7. Like
    Fitorion got a reaction from yamamushi in Walking Inside of Moving Ships?   
    from a coding perspective... if the view from inside is that the ship doesn't move... it's the universe around that's moving... Should be possible to have internal movement while external movement is happening.
     
    I don't think artificial gravity will be able to be turned off... probably something inherent to the deck plates or something.  So even a ship that's been cut in half ... the 2 halves would have gravity.
     
    There definitely should be the ability to run around repairing things... I think they compared it to the game Faster Than Light in the DevBlog.  In that game you're running all over a ship repairing things that go wrong... so...
     
    And if other players invade and a battle ensues... and the bridge still has maneuvering capability then they're going to want to move away from whatever troop carrier... or out of the line of fire to free up more crew to fight off the invaders...
     
     
    But this is mostly speculation on my part.  I have no more info than you.
  8. Like
    Fitorion got a reaction from TranquilClaws in Starting Off   
    indeed I don't think there should be 1 starting "city"  FF11 and 14 both have 3 starting cities which also provides some faction loyalty.  In Dual there could be a large number.
     
    If you had a way for old starting worlds which have been depopulated as people moved on to new worlds to cease being starter worlds and decay back to wild world... perhaps now with ruins of the past civilization... and player drive creation of new starter worlds... that would ensure new players are always popping into the area where the action they crave is.
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