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Shynras

Alpha Team Vanguard
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Everything posted by Shynras

  1. probably there'll be a difference between custom scripts and default ones. I guess there'll be some default ai that would make defensive turrets and similar elements work, even when you are offline
  2. In a recent interview, jc talked about the possibility to explore for a long period of time, with a ship, like in startrek. He said that during this period, people will be able to do various stuff, like managing trades or build. So you can build while moving, at least shouldnt be a technical issue, ofc we dont know when this will be added. Regarding balancing, i don't think is a problem, you can just disable building while in combat and maybe keep it disabled for a certain period of time after that.
  3. Paypal is mastercard, just click on that
  4. The problem isn't about adding or not something that wouldn't ruin the main concept. The problem is about priorities, and right know, NPCs is not one of them. I can see them adding some stuff like that in the future. There'll be risks, even pve related, not necessarily NPCs (maybe a black hole, heat, asteroids, or other wierd space stuff)
  5. how useless decorative wrecks, built by players in alpha stage will be attractive for new players, compared to real contents that they could make instead wasting time on this idea?
  6. There's not a "chance" or a "partial loss of items", you lose your entire inventory. Losing skills is too much, losing effectiveness for an X amount of time or being unable to play your character is pointless and annoying, while cosmetic degradation like scars could work, but still, not first on the list of things to do. Losing your ship/station/inventory is enough as a penalty, there's no need for more. If dieing is too much of a problem, people will just avoid PVP, and we don't want that.
  7. There'll be wipes in closed alpha and closed beta. There's a chance there'll not be a wipe between open beta and release. And there's a chance people will get to keep blueprints. It was an answer to a comment on kickstarter. Wipes are good, for obvious reasons. Keeping blueprints or not doesn't make any difference, the knowledge people will get by playing alpha and beta will be in their minds, and blueprints can be noted on paper or in any voxel engine.
  8. Resources required limit ships, but don't forget about skills. I do expect small ships to be quite easy to build, but growing in size should make designing a real challenge, since the combinations between elements would be infinite. Ofc this requires a good variety of elements each of which should be useful enough to justify using it, and that requires a complex exploration/combat/whatever system. Then, ships shouldnt be much affected by structure: we know ships have mass, so why would you add mass to your ship to make it slower? Everyone would create a basic, small and compact structure to be competitive....so that could be balanced providing more mass AND more armor to each block added. Then they need to balance ships depending on their size, for both utility and effectiveness.....that's just the beginning... in the end, it's not an easy task.
  9. They said 1 biome per planet planned right know, not mix (because it requires time, maybe after release)
  10. Right know human is the only race planned. After release maybe
  11. There's alimit in mining, while is true that you'll not be able to go deeper because of heat/oxygen reasons, they'll not give you the technology to do so. It's just a way to roleplay it xD Voxels don't regenerate. A great amount of people wants to build stuff underground, that wouldn't work. You will see messy stuff rarely, the world is huge. They have some ideas to handle the mess in the starting area. We don't know how yet
  12. I think you can build on a moving ship, the grid is relative to the ship, not like space engineers. In the video where jc builds a ship, it's pretty clear to me.
  13. I'm not saying that cad-like hasn't advantages, like being easier and faster, but it doesn't feel you're building a ship, it feels you're designing at best. i don't like "creative mode", it feels like i'm cheating. Designing in the real world doesn't have disadvantages beside the fact that someone could spy you while building (and that would provide more depth in the gameplay, since you'd need to find a way to hide, maybe building in a base underground), you could still use some kind of hologram block that doesn't require materials and if you get killed while building in the open world, you'd just keep the blueprint without damage to the design. I mean don't expect to be killed often, this'd happen rarely, the open world is huge (+ territorial control unit protection, safezones, and more)
  14. Personally i don't like that. Specifically: - I don't like the idea of a virtual/instanced world where you can build safely. I wouldn't mind the abiity to build in the open world with some kind of hologram blocks, that you don't really waste resources on. So it would still be a safe way to build, more realistic, and more cool to see players building around a city instead of nothing. - Since this is supposed to be a game, not a modeling software, I'd like only first person view possible or third with limitations in range. I'd like to see scaffolding, serious planning and a lot of people needed to build 1 large ship. Being able to just create a huge hull in a couple of minute with "god mode" makes me sad. It doesn't feel you're playing a game.
  15. I think i read somewhere that ships made out blueprints, can't be modified by removing blocks, you can only place more on them. So that reverse engineering isn't that easy, since you can't see inside walls or small spaces, if the design is compact enough. And yes, if you're the ship owner, you have options to decide who can place/remove blocks (multiplayer building), copy it, make blueprints, and more.
  16. Lorewise, humans just arrived on a new, fresh and undiscovered planet. There's no need for a premade starter city, players will build one in the first few days of release. A tutorial could just be a robotic vocal assistant, like eveonline, giving you some hints to start.
  17. Oh, but i see it. Still, there are many other features that could be added, and that could provide more depth, gameplay and fun to the game, than this. In particular, features, that wouldn't create new problems for devs to solve (since they've a lot of stuff to do already). - This requires physics, to work at all, and physics is always consuming in terms of resources, especially in a game which goal is to support large scale battles with thousands of players. - It may be cool to try at the beginning, but after a while this would piss off people. It is a realistic but unfun feature. - Noone wants to die or worry in a fight because of it. - G may be different for each player in certain situations, depending on their position on the ship, so it may be hard for the pilot to track. This game is not a simulator. It is a MMORPG sandbox, and its main feature is to create a social world: economy, politics, and warfare. Any other feature of the game, is secondary but welcome as long as it is part of those 3 main features. Voxels give us the tools to create ships, stations or whatever, that plays an important role in warfare. Mining is core of the economy. Exploration is important for warfare and economy. Organizations is fundamental for politics and warfare. G force, instead, is pointless, as it would be the need to drink or eat ingame....cool for a while, annoying after.
  18. There's a huge safezone surroinding the arkship, so if you're scared about being killed, stay there. Players will not spawn with weapons, that will probably require quite some time to craft (skill training), and for that time, someone could have built ships already to leave the planet and spread the playerbase
  19. planets are 100km diameter right know, they want to make them bigger in the future. It's fine as it is, actually i'd like them to be smaller for a simple reason=social interactions. If the world is too large, people wouldn't meet. Like NMS.
  20. please remove this post, i clicked twice for error
  21. I'd like to have a forum ingame, well to be honest i'd just want a single thread that you can open from inside the game, maybe displaying it on your lcd in your base or ship. And I want that to be roleplay only. Why? Because 10 years ago i used to play a game similar to du, with this kind of roleplay general channel, and it was awesome. It would keep people more in touch, the game would be much more social and you'll never feel alone when looking at other people playing while you do, posting stuff. One of the main reason people stop playing games, is when they feel they're playing alone. What would people post? Advertising for job or contracts, recruitment, news , war declaration, politics, rp stories, large projects annoucements and much more. How would it work? -To send a message in the Roleplay General Channel is required an insane amount of energy. The reason is that, if thousands of people will play, spam could be a problem. And than you don't want to use credits, since at least right now, the economy system doesn't support gold sinks. Then, only leaders of corporations, rich people or anyone that has enough power, will be able to write there, as ambassador for his group. -It's built in in the ui, so that everyone can access it anywhere and keep in touch with the community. If you bind that to an element, people wouldn't participate as much, it wouldn't work well enough. -The amount of messages should be not more than 50-100 a day, so that people can read it easily, reading news and how it's going on the other side of the galaxy, and a dev can check, remove and give a penalty if someone writes something that is not RP (ye I know, more work for devs, but come on, it's just a bunch of messages they'd probably read anyway if they'll play the game) -Messages are saved, so you can look the previous ones, even if you've been offline, like a forum thread. It's like a board, where all the community will share informations, and all of us will be kinda informed about anything important that happens on the other side of the universe. What do you think?
  22. pointless to ask for features that will never be added because unfun and time consuming
  23. all this topics have already received an answer: 1)in eve you control a single station, here to control a planet you need a ridicolous amount of territorial control units, it's not worth to. And mantaining the security of a single solar system isn't a easy task, it would require thousands of players, since there's not a single entry point like eve 2)camping is hard, because again, there's not a single entry point. Other than that, if you're scared about pirates, there are safezones or territories claimed by organizations. 3)Economy is economy 4)80% of skills can be trained easily, 20% will take longer, so that new players can catch up.
  24. Resources does not regenerate. Players will mine a planet, a solar system and move looking for more resources. The idea is that rare resources will finish and force players to explore and move, while common resources will be available in large quantities, so that new player will still able to mine them and craft most stuff, even after the first planet gets abandoned. Still, that planet may never be abandoned, since it's where new players spawn, and where corporations will recruit people.
  25. They said you'll be able to train 80% of your skills in a reasonable amount of time(so that new players can catch up), while the remaining 20% will take longer. I don't like the eve system neither, but this one should be quite faster, it shouldnt take 20 years to complete, maybe 2, but we don't know yet
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