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Tnecniw

Alpha Tester
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Posts posted by Tnecniw

  1. Thinking that one way this could be implemented as a hull reinforcement.

    Say you build just the frame work for a ship. Then plant seeds or place organic material in various places and it grows around the frame work. Kinda reminds me of the "Wraith" ships in Stargate: Atlantis. Ship regrows as damaged and generates new matter as needed so long as the power supply is able to sustain it. 

    Benefits:

    -Ship hull regeneration 

    -Ease of ship manufacture (Just frame it then let it grow)

    -Very hard to destroy 

     

    Disadvantages:

    -Can only grow as big as say 70% of max power output

         -Requires more power to just run basic systems vs just sustaining hull integrity

    -More susceptible to bio engineered attacks for lower tech level organic development (Max level not 100% perfect but could be adaptable if attack is survived)

    Yeah, possibly :3 could make it a very interesting class of a ship... and maybe you could like "direct" its growth, to create your own design when it came to these biological ships.

  2. That's why I'm personally hoping it isn't a requirement. If it is, well I guess I would have to deal with it. I would probably just stock up on the cheapest food for long journeys.

    Maybe the cheapest food don't give any major buffs, or simply just don't last as long?

  3. Ooh I didn't think of that: If they could license something like https://www.ivona.com/ or another text to speech software - perhaps somewhere higher on the kickstarters goals - we could use LUA to send it strings for different triggered events. I would love to use the Raveena voice for my dream capital ship.

    Honestly, I would do anything possible to have BASICLY courtney gears (from Ratchet and clank) as my AI :D Yeah, sounds a bit silly but that would be really funny :D

  4. Stellaris has these "space whales" that fly around aimlessly. They actually "eat" the gas from gas giants. I think something similar that you would build onto them would be cool. Then you could fly them through a gas giant before a long trip. Not sure if this mentioned already, but.... This really makes me think of the ship from Lexx. It was technically a living ship. It would, if I remember correctly, supply food and water for the passengers. Picture to follow......lexxxxx.jpg

    I have myself played quite ALOT of Stellaris and I agree :D something like that could very much work and that would make quite an interesting "type" or "class" of ship.

  5. After reading the lore(parts 1-5), I think they allude to game mechanics that the devs are hoping for. I could see food and water(or beverages) as being something to help with energy(which might come back on its own) or help you get health back faster. This way you are limited to things like health packs and stim packs. Would make the game more immersive, without making it a requirement.

    Maybe :P hmm, it is a tricky thing to really fully decide. On One hand would it be amazing if you had to eat and drink and such, but on another it could be REALLY tedious and it would be super frustrating if you suddenly realise "oh.. I am in the middle of nowhere, starving... well fuck"

  6. I am NOT sure... how this would be an good idea. Well I would LOVE like Cantinas, bars or "taverns" where people can hang out, chat, plan, make trade agreements, ECT... but I wouldn't enjoy that if someone suddently turned on Justin bieber on full volume. That would 1: break the immersion and 2: be brain damaging as fuck :P

  7. One main problem is that we are waking up on the arkship, so there wouldn't have being time to form factions with deep lore and a history of conflicts. That's being said., a post-Armageddon Arkship breaking into factions can be done well if you use earth-bound ideological differences, and in fact it has being done, really well, with quite a lot of character, if I may take the risk of rose tinted nostalgia glasses:

    Indeed. I know it might sound a bit oldschool, but if there were diffrent NPC factions (once again, I can't find any good info if there will be many NPCs or not) that would give you extra resources or maybe even special schematics or something... it could make alot of diffrence.

     

    Cause if you had diffrent factions it could create a incentive for people to actually behave instead of being assholes. LIke if someone want a special kind of resource that is occupied by this faction, you need to get in good grace with them... but since this faction don't deal with pirates or such, you need to proove that you can handle yourself and such :D

  8. I am all for it, but I would like a more elegant design that doesn't put it in the center stage.

     

    In games where survival-horror is the focus, it makes sense to have multiple bars and have the player freak out on the currently lowest one - the most nearing cause of death - but in a game where you want this as an enrichment rather then a distraction, you could simplify it into a supply unit you can craft, made out of the basic supplies you would need within a certain time frame. Instead of dying the moment it's gone, it could have an incremental negatives: once reaching a certain line within the supply bar your suit automatically starts budgeting your supplies more and more and you get certain negative effects on your health and attributes.

     

    This should only be a factor when you are trying to survive somewhere out there or in encouraging players to build life support systems. While you are in the safety of arkships, your supplies should be completely provided for.

     

    Potentially this can be combined with a fuller survival system as well: Have the multiple bars thing and multiple actions to reduce each of them, but then hide and replace the bars with the general supply bar when you have a supply unit on you.

    I agree with this :D could make the whole thing much more immersive.

  9. Could be really interesting. Making it much more realistic and immersive... maybe they could even add a sort of market in the case that you can sell food, water or the like to people if they are visiting your colony. Could be REALLY interesting :D

  10. How open will the shipbuilding be? I saw in the trailer when it placed the cockpit in the front and such... but how far with the design can we go? Will we be able to design our own cockpits (that would be fucking amazing) maybe add AI (like that says "Good evening captain, currently our fueltanks are on 80%. The weather is fine and the skies are the limit") or such? :D Will we be able to design our own engines? or discover schematis for special types of engines or Cockpits? :3

  11. This sounds like a good system.

    Subscription is maybe a bit oldschool, but it allows a developer to fully and REALLY devote alot of work and experience to the game.

    Do you really think that World of Warcraft would have been so big if it didn't have its Sub model? Due to all the money it gained with all its players, it basicly elevated Blizzard into one of the absolute biggest companies allowing them to make amazing content (then WoD happend and we won't talk about WoD)

    Anyway... you get the point, a sub model is the best model if you want to make a MASSIVE MMO of this scale.

  12. To be as honest as possible the subscription model helps keep masses of unwanted trash players, that will never spend 1.00$ on the game, out of the game.

     

    NovaQuark should not use the Titanic game model that has been going ever since WoW took over the MMO market.

     

    Can anyone name me a memorable free to play / cash shop game that they have stuck with and played for any length of time? They don't exist.

     

    Planetside 1 in its time was vastly more fun than Planetside 2 will ever hope to be.

     

    TOR, Wildstar and all the others that start as pay 2 play and go free to play is because they overhype and break the ship in half. There's nothing wrong with their games staying pay to play, but they don't want to put any effort into making the game better so they cop out ditch the sub and put in a cash shop.

    Nobody is happy with 50,000 to 300,000 active subscribers anymore its laughable that the industry thinks the gold standard is reaching 1 million active sub's minimum to keep a game alive.

     

    WoW and EV.E are the only successful games out there, though both of them are bordering dangerously close to failure with their cash shop's.

     

    If you overtap your playerbase for money they'll burn through the content and ditch the game, sure you get a quick buck, but eventually your' game becomes lost in the wind of all the other free to fail games.

     

    Once you start putting shares, quarterly revenue reports, and stockholder opinions above the quality of your' game you've lost, you aren't a game anymore.

    All they care about is hyping stuff up in order to drive "traffic" into the game, and subjecting them to the highest degree of advertising and pressure to buy garbage from the cash shops.

     

    If you like the sound of this game, if you want a community, if you want content, support the developers in their quest to return the glory of subscription's.

    (I know it might be a bit stupid :D but...) Path of the Exile :D 100% free and it is doing amazing.

  13. Bingo. I wouldn't mind organic materials to work with that might have certain properties and look (healing, requiring food, a "digestive system" element to connect too, etc), but I don't think this is a game about the dev's creating cool ships for us, biological or otherwise. They give us the tools to create our own. 

     

    Come to think of it I am surprised Star Citizen - which is almost completely financed by selling ships to players - hasn't yet tried cashing in on a Moya.

    Of course, I understand the idea that we will be building the ships and such...

     

    But you still need to be able to do certain things which the developers maybe didn't think of doing. Adding in the abbility to grow or "Breed" biological space ships could be something like that :D

  14. And they would need some sort of biofuel - instead of normal gas or rocket fuel, perhaps organic compost or...meat (like animal carcasses)? This brings to mind the Combine synths from Half-Life 2.

    Yeah :3 thought of that too...

     

    Of course I wasn't sure if they will have fuel (need to read up) but that could be the case and quite fun :D like you could treat your ship in the same way you would treat a horse in a sense. Like a riding animal

  15. Well, we know already the backstory of DU is that Earth is being destroyed by a Neutron star and Arkships are being deployed to allow human recolonization.

     

    https://devblog.dualthegame.com/2014/06/14/backstory/#more-139

     

    So different cutures would exist and player made cultures are completely possible.

     

    Also, I recommend you read the dev blogs Tnecniw. They provide a lot of useful information that will help you to make future posts.

     

    Since I also didn't get to say this to your last post, welcome to the forums.

    Thanks :3 I will tomorrow. :D

  16. I can see this work in the sense that if you marry you both begin to share resources.

     

    But it should be limited. Like you can ONLY marry one character (you can divorce but it will be very costly for BOTH of you) and when you are married you two begin to share resources and usages. Like say one of the married couple has a mining station... Then the other gets a small cut of those resources and can access said mining stationZ

  17. Hmmmm. This seems.... almost controversial. Not the idea, since it is an interesting idea but I'm not sure what stance I want to take on this.

     

    For one, a biological entity or as such would be an interesting thing and very cool, however, what would be the logic, ideas and facts behind it.

     

    I don't know. I really don't know but here is something to think of. If this was possible, it would theoreticly enable biological creatures, systems and as such. If this was the case, what part in the game would it have if it was implemented? Any extra thoughts?

    Maybe it could be a ship type... Like the biological "classes" of ships are more menouverable (since they are alive and can partly react on their own) and can sort of regenerate with time without repair... But they have much less armor and take damage easier due to them only having a sort of biological armor?

  18. I know this probably goes in a bit on my other topic of a biological ship type... But this is focused on another way.

     

    This would work best if the game has NOC's but I donmt know that yet... Never the less

     

    Diffrent cultures could be really cool. Like you can choose diffrent cultures when you create a character and dependant on the culture your ships look diffrent, you start with diffrent skills and such? (And if there is NPCs... Diffrent laws and values) maybe even a sort of reputation system where you can earn resources or schematics or such by upholding their visions

     

    Like there is a sort of "balance" or monk (ish) culture. The design is very simple and smooth and their whole system is to keep balance in the universe.

     

    There maybe also could be a sort of scavenger culture, focusing more on gathering resources and spreading their territory, and their ships are very ramshackle and such.

     

    Such things, could spice it up a bit more :3

  19. It could be really interesting if you could develop or create some sort of biological ships. Like large living space faring "animals". A sort of incredible bio-engingering shooting parasitic creatures or spines as weapons :3 A bit silly maybe but it would be really cool.

    (other "ship types" would be really cool aswell :D

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