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ODINxKANE

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Everything posted by ODINxKANE

  1. i agree that no sounds in space doesnt make for a very good game idea... so yeah eve was onto the right sort of story. gotta have the pew pew
  2. if you can do that factionaly i agree that would be good, but id recomend a combo of both. but once your blown up and lost your ship or whatever then your bounty is collected and you reset so to speak.
  3. I know that this was elluded to in the short story for this game. It seems that it is at least on the radar right now and im posotive that i read it elswhere although i cant for the life of me recall where exactly.
  4. nope just some good ole fashioned vigilante justice....
  5. i think this is going to end up essentialy being a bounty system. the idea of holding a player in "prison" is rediculous. From what i have read you own the space you make the rules, until someone bigger and better can take over your space and then they set the rules. With a bounty system you could pay to have a bounty placed on someones head and then they are opene up for all kinds of punishment including large booms. THis also caters to the criminal side to... if someone wants to be a criminal they can pride themselves on the size of the bounty on thier head. I would also make bounties so that they are paid by a player or faction as well... that means that in other areas of space that bounty may be meaningless. And also it can through a layer of possible treason and backstabbing into the mix. As far as punishment for cheating and what not... Cheating = Banned
  6. lol my feelings on this are lets go new battle star galacitca as far as how they did sound in space (yes i realize that space is a vaccume that sound cannot pass through). They made it sound very muffled but still audible for space battles. This is a game after all not a full blown simulation. If your in the lets make this real camp, anytime your in space, turn off your speakers. Problem solved.
  7. I agree, i am more interested in building a ship and exploring. I would prefer not to spend a large amount of time going through a complicated process of refining substances. If i have to babysit a process and it detracts from what I personally consider to be the fun in the game, then the game quickly looses the appeal. If you make the process too complicated then you cut out the people who want to do other stuff in the game. What would i recomend? there are a couple of viable options. 1. Make basic and advanced systems, but reward players that choose to go through the advanced option by making it more profitable or efficient 2. Make a very robust player market system where instead of going through a long refining process i can simply buy what i need using in game credits 3. make it complex, but for those of us that dont want to do it, give us the ability to assign an AI system or helper to manage it. (of course you have to build your AI system)
  8. I prefer to access this game from an icon on my PC screen... but thats just me.
  9. if they implement mods in this game i would be surprised just for the simple fact that other players who dont have your mod wouldnt be able to see it or interact with it which could cause some imbalance issues. For example i have a modded cockpit that has a rediculous amount of armor, you dont have that mod and i attack you... how would that play out? What i would like to see is a system where maybe a modder can submit a design or mod to the devs and have it put into the game for everyone. I believe that community involvement is a huge plus in games.
  10. if they implement mods in this game i would be surprised just for the simple fact that other players who dont have your mod wouldnt be able to see it or interact with it which could cause some imbalance issues. For example i have a modded cockpit that has a rediculous amount of armor, you dont have that mod and i attack you... how would that play out? What i would like to see is a system where maybe a modder can submit a design or mod to the devs and have it put into the game for everyone. I believe that community involvement is a huge plus in games.
  11. RAMMING SPEED!!!!!!!!! wasnt there a game years and years ago where your space ship was a bio ship and you had to attack other bio ships to get blood to keep your ship alive and updated. I swear i owned it like 20 years ago or so.... Cant for the life of me remember what game it was though.
  12. 10 a month i think would be a comfortable number. although 15 for that fancy super rare unicorn color pattern sounds pretty sick lol. I also agree that buying in buld should make it a bit cheaper
  13. ODINxKANE

    Mech Suits

    i agree, unless they make it small and agile enough to be able to work around my "base" or station. For instance if go mining in using my molecular deconstructor and lets say i can carry 1000m3 but i can put on an exo suit and carry 10,000m3 and can mine that amount in the same time or fast than the 1000m3 with no suite then it is certainly worth my time to try and engineer and build one. It would also have to show some sort of worthwhile advantage over something like a mining ship. On planets i imagine that the simple way to make it more useful than a ship would be something like fuel. A ship holding itself in a hover would eat a lot more fuel than something that uses gravity to its advantage. I can also see it being better for exploring on planets or asteroids where space is tight. something that can articulate itself into essentially different shapes, could be beneficial in say tunnels and caves.
  14. ODINxKANE

    Mech Suits

    The way i look at it the fact that there is going to be PVP is reason enough to try and build something that potentially would give you an advantage over your fellow players. The fact that certain people will specialize in different things like exploration, ship building etc... well maybe mech suits would be valuable to an explorer to help on a hostile planet (lora and fauna) or a lack of atmosphere etc... Could help with mining or construction for ship builders. The whole premise of this gaem is your creativity should come through, so your question is why, my question is why not...
  15. Thanks for the info. THe way i see it, this game is very ambitious, but it isnt attempting the impossible. A lot of what they are attempting to do has been accomplished in one form or another. What sets this apart will be the ability to bring it all into one massive game on one server. I am impressed by what i have seen so far and as far as benefit of the doubt goes, ill give it to ya. I am mildly surprised that the nay-sayers have already come out swinging in some aspects, but on the same token my steam library is full of half delivered promises and abandoned games. The lessons i have learned is that games that have a lot of interaction with the devs and public tend to last a lot better than ones that dont. From what ive seen these devs pride themselves on seeing what the public is saying and have had interviews with bloggers and the such just to let people know that they are listening. I think i speak for most of us here when i say carry on with the good work and we all hope to be a part of making it a great game and watching it develop and grow.
  16. I agree with your logic and my make a wish server never worked out for me either. A game of this almost infinite size and scope would require a LOT of money just to keep it operating and the single shard server running at peak performance. I would much rather pay a smaller monthly or even bi-annual fee to play rather than watch the server slowly die. (from my experience this tends to happen) Last but not least lets look at two of the most succesful MMOs to stand the tests of time... WoW - paid subscription, massive improvements and little to no server issues over the past decade+ EvE Online - A game in this genre (i use that loosely) but again massive improvements over the years mainly funded by players subscriptions who are dedicated to the game. If either of these games had been pay for your copy and your done, i think they both would have died out a long time ago. Other games are following a loose version of this as well, look at Elite Dangerous, the model they use asks you to buy the game for essentially one year of coninued support and updates, after that year they come out with a new and improved version that if you buy you get essentially another year of continued updates.
  17. ODINxKANE

    NPCs

    I thought I saw somewhere that at least in the beginning npcs would be limited to things like animals on planets and such.
  18. I hope that they can make it happen.
  19. I really like this, the only issue i can see is if you are a newer player and dont have much money to put on a pirates head.... maybe at that point you can have somesort of a system to add your little portion onto an already existing bounty. as far as the rest of the posts where people dispute wether or not PVP is allowed or should or shouldnt be allowed. I dont think that you can have a game like this and not have PVP Howeverthat doesnt mean that the PVE people should be neglected. Maybe there is a way to incoporate both. If you are a PVE person and you want to play without the chance of becoming a target for someone id say tough luck, but what you could do is remove yourself from areas where pvp is likely. set up with other like minded people to build and operate an area with a high defensive capability. or maybe join a group of players that offers a pvp security branch of the corporation or guild. my point is if you are looking for limiting your pvp exposure it shouldnt be too aweful difficult to do. I would say that the area imediatly surrounding the start point should be a weapons dissabled area so that griefers cant camp in orbit and pick off newbs at will.
  20. I like the idea of the AI handling it for the turret arc. My main goal is to make a couple of things possible and a couple of things impossible. 1. I want the opportunity for friendly fire to be real 2. I want tho opportunity for self inflicted damge to be real if you dont manage your ships systems correctly 3. I think that the ability to alter and change a firing arc could also make it so that you arent firing into an area you dont want to i.e. maybe shooting across the front of a launch bay for fighters or blasting where a ship could potentially dock with yours. 4. I want to ensure that a turret on the port side of my ship wont shoot a target on the starbord side by somehow magically shooting through my ship without damaging anything. 5. with fighter class ships with fixed weapons, i want to have to rely on some skill to pilot the ship and "make the shot" 6.make it possible for ships to have blind spots where the arcs of fire dont cover or cant cover alowing for attack in a blind spot. 7. also implement some way of managing weapons size so that capital sized turrets cant blast a fighter out of the air everytime, large weapons should have a hard time hitting small craft. just my thoughts, add to them twist and contort them and lets discuss
  21. Another thought that i had, in the backstory didnt it discuss that numerous arks were built, some would be lost, some would make it? That could imply that one of the others was succesful at finding something maybe 5,000 years before and they have been exploring and fighting as well and we could stumble upon some of that. Or maybe we find the remains of an ARK ship that wasnt as lucky as ours... In an older game called Freelancer this was touched upon in the endgame, you could explore more systems and if you knew where to look you could find one of the colony ships that didnt make it to a planet but had been mortally damaged in space. I think with all of this in mind, if the Devs decide to they could practicaly introduce both alien and human wreckage. Of course i have a feeling that we will be making plenty of wreckage of our own in the game in PVP areas
  22. lol thats pretty much exaclty what i was getting at maybe not plaster lights all over the outside.
  23. I for one personally hate the games where your gun auto shoots and it will shoot through things including your ship. If a ship or station has a turret, i am fine with auto fire, but it should be restricted by the builder so that its fire arc can not shoot the station or ship. If it does it should damage and destroy the ship or station. It shouldnt be too hard to do, just putting limitations on the x and y axis of the turrett so that you dont blast pieces off of your own ship. maybe even making an adjustable sphere that a player can alter to make his turrett so that it has a maximum arc but wont allow it to shoot at things that arent inside the adstable sphere or semi spere. Fixed direction weapons need to be aimed and fired by moving the ship, and actually pressing a button or pulling a trigger to fire them. In this fashion the weapons could still have a minimal firing arc of say +or- 2 degrees from centered once a target is locked, but the ship would still have to be aimed to get the weapon to hit. Just some thoughts that i had. share your thoughts.
  24. thats pretty much my sentiments exactly, but i do like the idea of essentially a stealth bomber. Come in get somewhat close, uncloak launch some sort of powerful slower moving weapons turn tail and get out while re cloaking. To counter this type of attack make the weapons slower moving and targetable.
  25. Space Junkie in need of a FIX

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