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Tnecniw

Alpha Tester
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Posts posted by Tnecniw

  1. Yep. The wait is long but the reward will be oh so amazing. The game looks to be good and I can't wait to see what the devs will get for us.

    I just hope they optimize it well and early...

     

    I have early access to Eternal crusade and while it has gotten better is it still rather Laggy, easy to break and very choppy at places, makes it hard to really play it

  2. On that topic, it might be possible to engineer tractor beams. However, depending on what the ship in front of you has done to it, it may not be able to pull it due to some deflector. That being said, it might be interesting to see different variants of weapons you wouldn't think twice about.

    Can't wait to see the things we can build :D *Sighes* so long Untill it is possible for me to join or try it out

  3. It's not a bad thing to think about. We can probably imagine weapons will do different sorts of damage to different objects. As well, it might even be possible to implement differents sorts of armor and hull to protect your ship.

     

    This brings another point. Biological ships, as you discussed in your other post, could potentially be damaged by biological weapons.

    Interesting...

     

    Another thing to think about, Meele weapons. Yeah, maybe not the most obvious weapon, but BASICLY imagine a ship with sort of grabbing claws. It goes up to a ship, grabs it and then attempts to crush or destroy important things while making it impossible to escape...

     

    (Or it is a away to board other ships :D) could work both with biological ships (like maws and claws) and with techno ships

  4. It's an interesting question, because although players are supposed to be able to create their own weapons, the actual visual effects (lightning bolts for an arc laser) and actual damage effects, as well as the energy input required to power them would still have to be coded into the game by devs.

    Yeah, yeah. I know :D

     

    I so just want a massive frontal cannon on a capital ship, like it shoots a massive huge lightning at something, powerfull enough to like sink a capital ship in one shot...

    "The hammer of Thor" :3

  5. I see it being energy based, laser, Rail, etc... and ships will more than likely still also have missile and torpedo weapons.

    but I guess that any "Arc cannons" will be very unlikely?
  6. Ah...well apologies can't help you there :D I'll just be cruising around in my personal capital ship. Who said personal ships had to be small?

    I think it is more manageable to have a medium to small ship for a single person... Like I imagine like the Millenium Falconish

  7. What weapon types do you guys see being likely in this game?

     

    Projectile? Lasers? Missiles? Biological? Energy weapons?

     

    (Personally I hope for some sort of "arc cannon" or something, that shoots massive bolts of lightning. Then I could build a huge capital ship, name it Mjolnir and carry my Scandinavian legacy)

  8. I just thought about something... How will the ship class system work? Let's say you build a ship... What makes it classify as a capitalship, a battleship, a carrier, a frigate, a fighter and so on?

     

    Will there be a weight system? Will there be a thing where you designate what class you are building?

  9. I'm really looking forward to the coding side of things.

     

    So, weapons.. Components...

     

    We'll see if I can be successful in churning out things.

     

    However, I'd like to see the Devs look into the RITL. I think it should be hard coded to the cockpit mesh. If that doesn't happen, I'll look into it.

    Wait... Why would ripper be coding? :o is there something I have missed here? XD

  10. I'm glad to see someone mention food sources other then agriculture. Granted protein can be generated from plant based products but what about the animals? Heards of cattle flocks of chicken and schools of fish, just to mention a few would be interesting to see added to the mechanics. Should we have to stop every five minutes when our hunger bar goes to low or would a three squares a day be more realistic. Don't get me wrong i love a good slice of toast with butter or peanut butter for that matter but i'm a meat eater i want some steak and eggs people!

    WE MUST HAVE MEEEEAT!

  11. id like to see a fps style combat even for craft combat (thinking land space and air)

    with fighters maybe have it more of a fixed crosshair in front of the ship that you have to line up like in a real fighter plane back in the days of ww1 and ww2 but with some kind of missile system as well that you can lock onto a target and let loose a missile/torpedo. but having ships only have x amount of missiles to fire off while a near unlimited supply of laser burst fire. with capital ships and large cruisers and such id like to see each gun being controlled by a person. or a cluster of guns being controlled by a person that lines up shots unless an auto targeting ai is built for it. but id like to see something other than tab targeting for immersion

    Agree 100% with this. I don't want tab targeting... I get it, this game is 100% about crafting and building whatever we want, but combat is also neccecary in such a enviroment, otherwise is it less of a competiton. 

     

    We need a sort of more interactive combat experience, with aiming and such, with dog fighting and with broadside combat and fire. this is very important in the grand scheme of things.

  12. Bear in mind that combat has NOT been implemented yet.  So things can drastically change.  Nothing's set in stone.

     

    I haven't seen a confirmation on this, but there are rumors that combat will be based around "tabbed targeting".   From my understanding, this is like most MMOs, where the player "targets" the MOB, and then attacks it.

     

    To be honest, targeting is just fine for capital ships with turrets, but what about those fighters.  Most players are going to want a sim/fps experience.  They're going to want those fixed weapons.

     

    INTRODUCTING THE RIPPER INVISIBLE TARGET LOCK

     

    In your standard MMO, target locking, can be performed by selecting a MOB with your mouse, or tabbing to the next closet MOB. 

     

    The RITL is essentially another method to target a MOB.  The "Ripper Invisible Target Lock" method, is essentially a short duration missile style lock that implements tab targeting.  Coupled with a small radius from the reticle to lock on.

     

    This forces a player to line up the shot.  They have to have their target in their cross hairs.  In the background, the RITL selects the target for one to two seconds (balanced for gameplay), and the player fires the weapon.  As long as the ship remains in the cross hairs, the target remains locked, but if the target out maneuvers the pilot, the target lock is lost.

     

    There's no need for the target lock to be visible for the player.  Its specifically there as a mechanic, to provide the illusion of SIM/FPS combat.

    I really hope we can have more "skil" targeting for atleast the fighters... If I wanted tab targeting I would play EVE :P (which combat is basicly tab targeting)

  13. To answer more of the OP questions.

     

    I think single seated cockpits will be pre-made "mesh elements". There's been no confirmation about whether they're customizable, but I doubt it.

     

    From my understanding a multiplayer bridge will have customizable control units, and customizable GUI units. So the player will be able to create a "weapons station", a "Nav Station", a "Engineering station, or whatever they can dream up.

     

    Awh :( I want to be able to design the inside. It would be so awesome if we could like choose to have maybe a Hologram of the ship to the right, where the diffrent info would be and so forth.

  14.  

    It is. Except Miguel Cepero is a tool who doesn't answer his email. Amazing coder, but still a tool. <_<

    (Long story)

    And who exactly is this Miquel? The crafter of the landmark engine or... Someone else?

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