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Tnecniw

Alpha Tester
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Posts posted by Tnecniw

  1. In the dev' blog they describe rounded tools, so at least there's that. It probably won't be quite as blocky as Space Engineers or RoboCraft. Think more EverQest: Landmarks construction style. In fact the building tools look almost identical to Voxel Farm used by EQ landmarks.

    I heard something about them using the same "crafting" engine... but isn't that a good thing, last I checked were Landmarks crafting quite... well, deep :D

  2. Well living shape designs are a pretty old trope of sci fi:

    http://tvtropes.org/pmwiki/pmwiki.php/Main/LivingShip

     

    ArachnidTransport.jpg

    Falcon06.jpg

    cb268337f4ab764e3a862df585192e63.jpg

     

    vorlon_transport___perspective_by_dlamon

     

    crab2.jpg

     

    landscape-1426608253-leviathan-concept.j

     

     

    How far this can go in a voxel building game is another question. I wouldn't expect to see flopping skin and animated soft tissue, and I doubt they'd build gameplay around actually growing ships. But voxels with organic looking textures,though probably no actual organic properties, would have a pretty low barrier. Organic looking counterparts to the prebuilt ship elements would be a slightly higher one, and actual organic systems would require quite a bit more development time, but might still be justifiable. 

    Yeah :D

     

    speaking of which, will the whole game only be designed in voxels? So the ships will look a bit... well... I guess Robocraftish?  Like without THAT much detail and such?Robocraft-copter-class.jpg

  3. In the first place I thought the same, inspiration. But when you actually watch the screenshots, you can actually see the curve in the model in some pictures  http://imgur.com/a/wOgDs

    I'm sorry but these space ships have wayyyy to much details to be in a "blocky sandbox" 

    "blocky sandbox" probably comes from the fact that it is still pre-alpha and kinda needs more work before it is finished...

     

    But I prefer to keep it positive untill I see absolute proof that there is actually such a thing.

  4. Yes x 9000!!! Although if they include that I would want it to be set up to where we can fully customize it ourselves - a base "example" that most people think is cool would be great but definitely would love to allow full customization for something like this.

     

    as I state earlier :D I would LOVE to have Courtney gears from Ratchet and clank as my AI voice (maybe even model, if they would allow a holographic body) :D 

     

    She was my first video game crush xD

  5. I hope they could make something like Black deserts character costumization. (not the classes and genderlocks, that was shite, I more mean like the real costumizable stuff) 

    Like stance, how you look, how old you are, your body shape. I am not sure actually if this game will have classes or an open skill tree :D

  6. What I fear with it being Ark... well, it is a couple of things but it mainly goes down to...

    That the "requirements" are too high. In ark I think "Ohh, I want to tame that spider" but naah, I must play for about 40 hours, to gather the matertials and get the stuff to tame that animal in perticular.

    Yeah, I get the idea that you shouldn't have everything at the start, of course... but more of a case that I just hope they put everything more branched than just a straight path.

    Like in the start you maybe could choose "alright, do I want to add skills in biology... so I can produce medincine, finer foods and drinks or maybe study fauna.. OR shall I put skills in ore refinement, making it easier to create metals from the ores I get" 

    instead of arks...

    "I MUST GET ALL THE STEEL! SO I CAN MAKE A SUIT! SO I CAN SURVIVE GATHERING THESE PLANTS! AND TO DO THAT I MUST SPEND 30 HOURS TO GAIN THE SKILLS TO GET ENOUGH METALS!

    (I don't remember much of ark, but that is basicly what I have heard and seen)

  7. tueZuBf.jpg

    This is almost exactly that one episode of Doctor Who - "The Beast Below", where the Earth had been burned up and the entire U.K. population was flying in space on "Starship UK", a city-spaceship built upon the back of a star whale that they had captured.

    Never seen much of Doctor who... :D but me personally intended more lin the sense of actually beings as ships. Like it is almost a sort of Symbiotic relationship (I think that is the right term) where you help the ship with food (fuel) with caretaking and keeping it relative healthy... and in return it takes you to places and such and fight enemies. 

    Almost maybe like the Leviathan from the Starcraft 2 universe :D (as mentioned earlier... tho, the image became bigger than I thought)

  8. a bit older^^ march last year if i'm correct

    Heh, nice :D but as I said, your post was quite a long time ago, so I am sorry for doing the same thing xD

  9. I didn't fully read it yet. Seen title "Body Armour", thought that is about pilot armour/suits.

    Quickly checked list. And there is more about classic variations "Light, Medium, Heavy". I try focus more on specialisation - like Radiation Resistance, so player can dig Uranium without any risk (as example). Or Thermal Resistance, so ship can fly closer to stars or very high temperature planets. So it massively increase requirements of building, amount of ships player need to have and other.

    Alrighty :D I guess I missunderstood that this was about ship armor and the other was about suits xD no matter, well it is quite an interesting concept :D

  10. Blueprints could be really interesting :P But I doupt I would use them that much as I LOVE the idea to craft my own things :D but we will see in the end don't we?

    But the idea of selling blueprints are also quite interesting, I mean if someone managed to create the OPTIMAL type of ship, then all would like it wouldn't they?

  11. I know this is probably kinda... uneccecary and such...

    But it would be AMAZING if there could be like chess or such built into the game. Like if you got to a tavern or cantina with a pal, you can sit down and play chess and such, to spend time while you maybe wait for guild members or the like to arrive, or just because you like chess.

    This could be inreally immerssive and fun to have in game :D

  12. I've seen a lot of discussion around clothing and character customization, but nothing really about armor. The only thing what i've seen was like: Community: "will there be armor?" NQ: "yes it will, but not now"

    I was disappointed, because we have her a lot of great discussions about different things reaching from core-mechanics to only cosmetic propertys of stuff and with the planned mechanics of boarding ships and even possibilities of ground combat is bodyarmor a essential gamplay feature that deserves our attention.

    So then will i share my ideas about this topic with you.

     

    I would like to see 4 main categorys of armor,

    light, medium, heavy and super-heavy.

    The first three categorys should be split in to two subcategorys,

    armor worn above clothing, for environment where no lifesupport systems are needed and

    armored spacesuits, for all the places they kill you just because you're there.

     

    Now to the categorys:

    Light Armor:

    Fast movement speed, high agility, less protection

    Medium Armor:

    Average movement speed, average agility, good protection

    Heavy Armor:

    Slow movement, low agility, smaller FOV, better protection

    Super-Heavy Armor:

    20mm Titanium-Steel-Alloy armor plates mounted to a heavy-duty exo-skeleton. (yes inspiration came from power armors)

    The armor can be entered with or without a standard spacesuit.

    Slow movement, as good as none agility, even smaller FOV, best protection, integrated shield generator, mountpoints for weapons (example: fix mounted gun on forearm), can handle heavy weapons, maximum runtime before recharge: 15 minutes

     

    Armors are upgradeable.

    Exampleupgrades: Aim stabilisers, thermal sight, jetpack, target marking AI

     

    Let me hear thoughts and suggestions.

    Could be really interesting. Especially if there are diffrent types of each "class". (Like there are maybe a sort of Carpace armor as an medium armor but also a sort of mesh coat or something :D) could be really good... Maybe even there is another version of super heavy armor "Shield armor" basicly just a sort of shield generator... but it takes a SHITTON of energy and breaks down quickly due to all the energy it requires, but it can basicly stop anything.

     

     

  13. There are probably just going to have to be constructs of some sort that can be modular to whatever design you can come up to use them. The end result food can just be "sucked" into your suit storage like mentioned in the (Part 1-5) of the Backstory. Before that is food grown from pre-determined in game objects Aka Seeds. Seeds would need to be planted in sufficient soil by liters cubed and watered sufficiently during the life cycle. So all we would need to do as the player is create a complex voxel object that satisfies that process. 

    hydroponics.jpg

    This could be DAMN interesting :D like people have to come up with a sort of "efficent" design to create as much food on as little space as possibly with as much efficency as possible... and (this is what I would love) the one that gets the best, could potentially rule an area, due to him being able to produce the most food meanhing he could sell it cheaply, meaning people are more likely to buy it from him than growing themselves, since he does it so cheaply.

     

     

     

    I assume the game will use realtime instead of fast-forward daycycle, so it would be realistic if you need your 3 meals a day, what would result in one meal per game session for the average player.

     

    I think it could work so:

    You will need food but only once all 8 hours, depending on your activities this could be more or less. An example: if you mine the whole time, then you need food more frequently approximately all 3 - 4 hours, because its exhausting, but if you're offline (sleeping) this changes to a 12 hour cycle, should you not be online if food needed, it will automatically consume food from your inventory. Should you be longer offline, for a week or even a month, there could be the possibility to reenter the cryostasis.

     

    With this system i see two ways for players,

    first, the lazy one, you stack simple rations in your inventory wich will automatically consumed as you go.

    Second, the more realistic, you cook or buy yourself a real meal and you consume it manually. If you using this method i would give little bonuses like +10hp for the next hour, nothing really drastic, but a small reward for your effort.

    This could be an interesting system... but the cryosleep shouldn't mean that you are "punished" by not playing... that could just make the players (other than the most fanatic) dislike the game since it basicly forces them to play as much as possible.

  14. I think it depends on how deep are are they willing to go in regards to multi-block structures:

    https://board.dualthegame.com/index.php?/topic/566-multi-block-systemweaponry/

     

    Since organic systems would sort of naturally be a multiblock system, they would face the same challenges of having algorithms checking multiple elements and ship voxels. That's being said, it would go hand in hand. If you can code an engine with it's own fuel pipes, you can code a hull with it's own blood vessels.

    Honestly, when it comes to ships I kinda want it to have to make SOME sort of sense... I don't want "spore" ship builder (where you could litterally make a flying wall) I want it to make some sort of logical sense with the designs. Biological ship design shouldn't neccecarily be much diffrent then designing a normal ship tho. (then I mean in game, not logically wise) I mean, you select where the ship will "build" and the biological growth copies your desires.

  15. Have you heard or MREs? Something equivalent would be possible.

     

    As for something to grow in space? I've heard hydroponics make things a little easier to grow, manage, and manipulate(like its shape). 

    Hmm, maybe... *strokes chin* Still, it is a discussion which will take quite some time to really figure out a endgoal of... I would still see it as something interesting and fun to add, even though it could be really difficult to make not... "buttclenchingly" annoying to hold properly.

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