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CalenLoki

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  1. If single org build whole settlement, that's a base, not a city. So I'm all for finer territory control.
  2. I think you misunderstood my post. You still have access to your character - the only thing suspended is % of character skill level. Example: when you die you get -50% levels. Every 1 hour that penalty is reduced by 1%. After 50h (2d2h) you're back at 100%. Now if you still think that would lead to any support calls, please explain why. Pissed off players? Any more than after loosing expensive ship, equipment and resources that they need to work to regain (rather than just waiting)? Doubt it.
  3. AFAIK there will be some kind of artificial "drag" in space, so you'll probably run out of fuel, rather tan going infinitely. How far will that be? Probably far enough that you'll be alone for a long long time.
  4. I've read only half of your wonderful argue, but both of you seem to start repeating too much. So I'll address OP directly: Killing doesn't mean aggression. Someone can be the bad guy without killing, and only tool against it may be attacking him. Thus nobody should be penalised for self-defence by dumb automatic system. However, I'm for death that has proportional consequences to all the tools you brought into combat. Including character skill levels. Following the rule "you shouldn't use what you're not ready to loose". Although IMO such loss should be temporary, so no subscription time is ever lost. Just suspended for few days.
  5. I bet we'll get some jump-packs, gravitation pull/push devices, personal shields for fending off projectiles, detectors to sense presence... sounds a bit like jedi, but that's just technology.
  6. From my observation most players (and people in general) are fine with the fact that someone makes decisions for them. Thus authoritarian or oligarchy works pretty well. Not dictatorship, because as you said nobody can force us to play. But not truly democratic either.
  7. @Hughesy Good point. For that we'd need access via Lua to center of mass position and all engines thrust vectors. But NQ do provide some built in AI - they added automatic emergency stabilisation already, as well as automatic control mapping for all propulsion. So I wouldn't be surprised if we get thrust stabilisation too.
  8. That's assuming you can do all the operations remotely (within limited range). If you need to physically access trading unit to buy/sell, then afk bot won't work (unless you manage to program path-finding too).
  9. @Nanoman I assume that we can give people tags remotely. Just wild guess. But in general I agree - there is no reason (except maybe safety) not to have such simple RD management through api.
  10. Possible reason could be huge advance in defence technology (super-armour), with only offensive option that is powerful enough to do anything being huge (spinal mounting) and incompatible with active guidance (i.e. plasma). Finding lore explanation for gameplay mechanics is never a problem
  11. That could be done without remote access to the object. Simply give it flag "guest ship 31" in advance, and if anyone wants to borrow it you give him "guest ship 31" access tag.
  12. I thought more of just viewing the market. For interacting (buying, selling, requesting) you'd still need to get in game, or maybe even physically travel to the market.
  13. Tripwires, pressure plates, proximity detectors, ect - those are all confirmed. But I'm also wondering about any damage-dealing automatic objects that could be triggered. We can always box poor maze explorer in super deep well, killing by fall damage or forcing him to suicide due to no exit. But it's hardly time or space efficient way. Short range plasma cutting blade would work, without being any threat to "combat should be manual, not automatic" rule.
  14. Because unlike manual turrets, those are not hard limited by the amount of players. And that's huge advantage when your firepower can grow linearly over time, theoretically infinitely. If we're able to control more than single weapon, then the same problem would apply to manual weapons as well. But fighting against real players is fun at least. Limiting range would be some way to balance that, but that would just force all the attacking forces to always use only long range weapons. Quite boring and freedom-limiting IMO. Same apply for limiting penetration to make them effective only against light crafts and infantry. Using upkeep system won't help either, as you can just design the base with designated spots for them, and place them in matter of minutes after spotting enemies/waiting for shields to go down.
  15. So I find a core, blow it up, then whole death-star/space station/city/star gate/battleship/ect. suddenly disappears leaving loot-sacks behind? No, thanks. I'd rather have indestructible core (unless you're the owner and remove all the blocks first), that loose ownership after after loosing all HP - transferring it to whoever repairs it. If you allow hacking Lua, no matter what level it requires, you can make it available to owner by default just as well. Which removes possibility of earning quanta by being in-game programmer. I'm all for volunteer open source, but not forced one. Character levels are never a good way to balance such aspects of the game - sooner or later those high level hackers will be commonly available.
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