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Shadow_1

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Posts posted by Shadow_1

  1. Call me old fashioned, but i like the idea of firing of long range probes. When it comes down to stars etc. we have the technology in the real world to guage distance and what not so  i dont think that ths would really have to be a problem. Now to see whats in the system once you discover how far away it is, thats where long range probes and the sort comes in. or If your close enough, then potentially long range scans from your ship. As far as actual navigation, as long as they build in something for some sort of avoidance (dont care to go FTL strait into a planet) then im happy. Once you have researched a star or cluster through getting a distance and bearing, then it should just go into your ships computers to update your star chart.

     

    All of this is just my opinion of course, but the only reason i could see an advanced navigation computer would be to do things such as waypoint navigation with docking etc. In that case i agree with Gingerdeadman6 that player created scripts would be best for stuff like that. In an open game like this i think players should be partially responsible for the creation of things.

     

    The dev interview that TheXPGamers did the dev talked about having to send probes, that could take months to get to there location, in order to travel to a location. So It seems like probes will be a thing.

  2. that is along the lines of what in the military we called active camoflage, using projectors and cameras to try and make something appear to dissapear. It has its advantages and dissadvantages. Examples are, if the object is moving there is normally a bit of lag in the images displayed or if a camera or sensor fails, image becomes distorted or fails in an area. However at slow speeds or while stopped this could be an extremely effective camoflage device.

     

    I suppose that is my point with all this, there needs to be advantages and dissadvantages to any options so that there is a way to counteract them, and as you progress through the universe you could find different materials and fuels or elements to make it better, but still never perfect.

    I agree with your point that there should be advantages and disadvantages in using stealth tech like this. Additionally, I hope the devs understand that implantation of something like this also has to be useful. Let me explain, say you are in a stealth ship that masks pretty much anything, you turn on stealth mode and enter a system. However, the opposing side has sensors for anything. As soon as you enter the system your detected because they can detect thing out the wazzo. This makes your "stealth" useless.

  3. This concept really would only work if you had someone willingly go. The only other option would be a hardcore RPer that doesn't mind being a slave for awhile.

     

    Another idea is, because it will most likely be difficult to rebuild a ship if your captured and your ship destroyed or taken away, you would have a goal to work with other captives, (maybe your being forced to mine) and they could rebel or try and sneak away and get a ship. Additionally if someone know some bigger people they could either get them to pay ransom or go have them send a rescue mission.

  4. Nothing like writing a long post, hitting back by accident, and losing it.

     

    Sort version (I originally credited people for their posts, I assume you know who you are :) )

     

    This all comes down to manipulating light, be it heat, radar, visual, but it is all light.

     

    1) Visual cloak (look ma a romulan warbird!). Lots of energy needed to do this -- it takes the gravitational pull of a singularity to bend light like that.

     

    2) Active sensor cloak. This is hull shape and material to reduce the profile of the object from things like radar. A massive ship could be made to reflect like a small meteor, but someone watching their sensors might notice a meteor isn't going in a strait line. Newtonian physics would help here as a stealth ship could just coast.

     

    3) Passive sensor cloak. Everything emits heat and space is an awesome insulator. The iSS has radiators on it, without it the internal temperatures would cook the astronauts alive. There are a couple of methods to reduce this. Reduce or turn off sources of heat, such as power (photovotaic solar power would still be fine), and heat sinks. In the Expanse books there is some mentions of the martian stealth ships using heat sinks to store the heat generated by the ship and its crew. Eventually that heat has to be radiated out, making it very visible to this sensor type. These heat sinks are also very massive -- this is counter to the quick and lithe trope for stealth ships. If you want and quick ship then you wont have the mass for anything else.

     

    To expand on the white noise concept, in the Expanse books ships were also equipt with IR and radar lasers, not to cause direct damage but to blind the other ship sensors.

    Good points. Another form of visual cloak is to use a plating that in therory has cameras and "monitors". Cameras from one side of the ship would transmit the picture seen to monitors on the other. Thus creating the impression of a see-through ship.

  5. Advanced navigation could potentially be used to explore new systems and planets. The basic navigation could, in theory, only be able to jump to planets if accurate coordinates are imputed. However, advanced navigation could potentially be able to jump to location without the need to send a probe. It could also be an occupation if you were forced to calculate the distance to a planet + the speed of the ship in warp + the amount of time it takes to come in and out of hyperspace + the amount of leeway given before (1) your just too far away still or (2) you jump into the planet itself. Additionally, one might need to check if debris or asteroids are in the vanity of the exit point.

     

    As for cartography, it be neat to see a very in depth process. I think that map information should not just be available for everyone. Some people will have very large and in depth maps, whereas other could only know of a few systems. This in turn would (1) create a possible advantage over competition, (2) create a way for explorers to make money, and (3) add to the immersion.

     

    Also people could purchase sector maps (let's say a galaxy is divided into many sectors) but in order for more information other than just locations of stars and planets one would have to purchase system maps (which could provide information on a set of planet)

  6. I would even take it a step farther, with countering stealth have something like optical motion sensors to pick up ships that arent visually cloaked, but with a fall off in effectivness with increased range.

     

    for ships that are visually cloaked, as you said build scanners, probes and radars that will pick up the energy or other things like x-rays, heat signitures etc...

     

    Just like in history with armor and weapons, they always balance eachother out, whatever has the edge today, someone will figure out a counter to it tomorrow.

    I agree that would be quite interesting. Depending on how one obtains technology it could balance out. For example, let's say in order to "unlock" a tech one must (1) finder specific rare artifacts or something in order to "understand", (2) spend a significant amount of resources to create it and (3) wait a long time for it to be constructed.

     

    Another piece could be that when you have found an artifact you can use it in more than one way. Like the actual tech and the sensor for it. Then because tech like this would be so rare only a very few people would be able to build it and detect it so one could sell the sensors or the stealth tech to others but still have the blueprints and be the only one that's able to make a good working model

     

    I say good working model because it could possibly be a tech that others are able to reasurch and try to replicate.....but they would be faulty at times.

  7. reading through this im noticing two different types of stealth tech being talked about. We have Visual Stealth designed to keep you from being seen by the nkaed eve, and electronic stealth designed to keep you from being seen by radar and sensors.

    I believe that the two should be seperate in a sense, for instance if you build a ship that has a cloaking device, then the ability to be seen on scanners for things like power use, engine plumes, and radio trx etc should be seperated. Likewise if your ship is masked for sensor stealth to where sensors on other ships not operated by you or your clan can not detect you, or it is more difficult to detect you, then it should be seperated from the visual side of it.

     

    I am also a fan of covert ops, so maybe make it possible to mask from both, but make it very very expensive. Real life for instance, the B-2 Spirit stealth bomber which costs nearly 3.2 billion vs a normal bomber like the B-52 costing 36 million. In game make the modules extremely expensive and there still needs to be an advanced equally expensive way to counter it.

     

    Long story short i believe that Covert ops setups are a valuable part of the game as long as they are implemented well, personally i think they should be hard to get and even harder to afford.

     

    I agree that there are two different types of stealth tech being discussed. However, here is another idea to contemplate. Due to the theory that many visual stealth tech will consume a lot of power. This in turn will cause specific scans to pick up on massive amounts of power being used. Additionally, let's say that modules that reduced your ping on that specific radar do not help reduce anything during this mode of stealth. So when a visual stealth tech is used you can not hide some things where as when it is not in use you are able to hide things but are unable to hide the ship itself.

     

    Please forgive me if I literally just reworded what you said.

  8. Personally, I would like to see a cloaking device that makes you "invisible". The device would bend light around on your ship making the impression of being invisible. However this would not be a close range device because (1) you can still see outlines and (2) it would take up a lot of power that could be detected if someone flew to close. Additionally because a device like this takes a lot of power it can not be placed on smaller craft. I would say apt he max size for a stealth ship would be a destroyer class ship. They are large enough to house a crew but small enough that they can not take on other large frigates or capital ships head on. This technology would be extremely expensive so the majority of people probably wouldn't have this. But it would be neat to combine it with some of the plating that others have spoke of.

  9. If he didnt validate their comments then thats a fact combined with the effort to explain why. I really wonder why you fanboys keep spamming this forum with somethign that no intelligent person would ever believe, are you so desperate to get more views for the channel? Pitiful, truely pitiful. Is his fanbase made of 12 year old kids who just can't accept it when he's wrong?

    I did go and watch that video and he did make some good points and whatnot. I won't get into it because I don't want to sound like some fanboy (because I'm not one). But it was actually pretty good what he talked about.

  10. Honestly, I feel like players and factions would be able to create fairly safe zones with defenses such as AA guns. Most players aren't stupid enough to engage and/or chase another player into an area where AAs will tear them apart if if they open fire. Additionally I do agree that PvP, although sometimes agravating, is a fundamental piece in a space mmo. Just like Ironfist stated in his comments.

  11. I would like the devs to do what they plan to do and have like large scale ingame votes for different types of updates such as this. that way when the game is live and there are millions of players they can all have a voice instead of just us relative few. but it has to be an overwhelming majority i feel like voting for an update. like 80% of the playing populace. and if its something like this have a way to turn off the feature but not gain some fringe benefits from it. kind of like how some games have a hardcore/ironman mode but can be switched to normal but cant be switched back. So if an update like where we need to eat occurs it affects all but each individual can choose to turn it off but wont be able to turn it back on.

    That is true. And I agree with the your statements

  12. Are we thinking too deep into this? :o

    Honestly we probably are but its always good to pass around ideas.

     

    The nanotechnology idea is a good one. And that definitely could be an interesting concept for late game. As of the matter of not completely turning the game into survival I feel like an mmo like this would be good to add this feature. It would (1) become another way for clans/factions/city's to produce income and (2) make another addition to the game instead of just mining and building and killing. Just like the world is today.

  13. I really like the idea of modular weapons.

    Maybe some kind of mass driver, like those in the Halo ships, could be a thing.

    There could be railgun-barrel parts, maybe for different calibers, so you can decide how long and powerful the weapon should be. In addition to the barrel itself you would need capacitors, which would have to be charged by the ships reactors. The actual power of the cannon would also depend on the number of capacitors, and the ships energy system would be a limiting factor on how fast it could reload/recharge.

    When you look at the Halo ships, those mass drivers are too big to mount them on a turret, so they are built into the ships hull - sometimes almost as long as the ship itself. In this case, the maneuverability of the ship is a huge limitation when it comes to targeting, because you would have to position the whole ship. This would make it very difficult to hit smaller, faster targets, so a rock-paper-scissors balancing is easy to obtain.

    A similar system could also be used for large ion-cannons, lasers an so on.

    That idea would be quite interesting and I would love to see such a np implementation. Additionally I was thinking defensive wise it would be a cool concept to have a defense platform like from halo where you have a rail gun on a stationary platform that is massive and able to destroy most large ships in a single shot.

  14. One thing I haven't seen any topics on is planetary weather or natural disasters. Personally something like this would add a very neat immersion level to the game. You could have actual Seasons were a player would experience a specific type of weather more often than you would at another time (like snow, rain, strong winds, ect.) Additionally, if its primarily a snow or desert planet the dust storms or snow storms could move around on the planet, thus making it (1) difficult to fly, walk, build, ect, (2) physically impossible to land or do anything, and (3) could destroy buildings and other infrastructure if not properly built.

     

    Natural disasters are also an interesting topic. Having earthquakes or even a sunami (depending on if there is water and how much) Possibly even a hurricane.

     

    Please note I don't know how adding weather of any kind or in any form would affect the optimization of the game. But at the very least having weather that Impares flying, sight, and walking would be interesting.

  15. This is a very interesting topic that could, as others have stated, add a level of immersion that many people look for. It would force you to plan ahead on many things such as exploration or staying in a secluded area. In answer to some the timing pieces (when you would have to eat and how often) I believe that it would be an actual 24hr cycle (real time). TheXPgamers, a YouTube channel, recently released a video where he spoke with one of the devs. In that interview the dev spoke about space travel and how you might need to send a probe to a location first. It would travel at normal speed and would be in real time. So it could take a literal month for a probe to reach a specific location just so a player could explore said location. Building upon this information, if food and water are implemented in some form I believe it would be just like real life. At least 2 big meals and possibly another depending on activities.

     

    Additionally, the concept of how food would grow in the universe would be interesting. Factors such as planetary weather, soil compotion, and method of growing would come into play. By method of growing I mean, would you grow food like many farms do today or would the food be grown in hydroponics that can be protected from elements. Also, building on the idea that the universe would be real time, would one method of growing be faster than another? (Growing seasons, harvest seasons, ect.)

     

    Growing crops in Space is a very different story. Now you factor research such as, proper temperature, light, water quantity, soil type, ect. After that research is complete there is the matter of building ample growing structures. Not to mention storage systems. Will food expired or go bad? I understand an MRE like meal will last forever but what if food is being transported long distances to be processed. Will there be a refrigeraton system?

     

    Water is another matter I could write 4 more phargraphs on. Not to mention mention I only shot out some ideas for crops. Nothing about animals and meat. But I'll see what people say before I let my mind go rampant on ideas and possibilities.

     

    I know a lot of what I have said goes super deep into a system of immersion that a lot of people might not like to see in this game. Personally I love all the immersion I can get, especially if its going to be a game where I can build anything. Hopefully this helps open some peoples minds to other possibilities. I'll be seeing if there are forms yet on some of the ideas I mentioned be ause this one is meant for food and water. If not I'll start some.

  16. I'm not going to go over all the points due to the fact that many other have amply covered the pros and cons of each. However I will state my preference. I see the biggest benefits comming from a PtP. However I wouldn't mind seeing a lifetime subscription come up in the very beginning of (let's say) the Alpha build. This is due to the fact that the people who buys these subscriptions will most likely be people who have been around for awhile and have been supporting the game in some way. However, the flip side to this is, the majority of people that would buy a lifetime subscription would be the ones who would also happly pay for a subscription anyway. Now apologizes ahead of time if my logic is somewhat scewed but those are just my thoughts.

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