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Shynras

Alpha Team Vanguard
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Everything posted by Shynras

  1. I think that the basics will be enough for most small constructs, that's why I don't think will be a problem. Complex scripting is something that I can only see on big stuff. But ofc it depends. Some people will find it boring , someone will like it. You'll not be forced to script, pretty sure the devs will develop the game to make it enjoiable for the majority of the players first, so I doubt it'll be a "must have". Still, I doubt that a graphical interface could make scripting more fun. I don't care personally as long as the text interface will still be available.
  2. I would like this to be implemented similar to the mod Computercraft from minecraft: -You can write scripts on disks (you can sell a script inside a disk, and that is an item ingame, not just virtual) -You need to place more ControlUnits to use longer and more complex scripts. -Control Unit/Computer: You insert the disk and choose which program to run (or when to run it). Needs to be attached by pipes or maybe a wifi network with all the elements that he needs to interact with. (otherwise like space engineers, it just need to be on the same construct). -Wifi: an element that link a controlunit with several elements without the need of physical cables. It has limited range so you'd need several of those to create a network and create links over your entire construct (depending on the size). -Screen: A block that makes appear text/information in the world (you can place multiple close together to create a bigger screen). So you can write stuff for your organization to read like "we need 2029123 wood logs, 312331 iron ore, ...) or whatever you want. -A WordpadElement (dunno how to name it) that you can use to write scripts. You insert the disk, interact with the element, and an ui opens for you to write your script. When you're done you save it on the disk, and then you can insert in in the Control Unit to run it. -CD reader: Instead of inserting CDs inside the "Wordpad element" or "Control Unit", maybe you'd need to have a CD Reader attached yo them, to just insert the CDs. -A StorageUnit: it can store multiple CDs, like 4-6, and you would need several of those in case your ship runs various scripts. -An Encrypter, that you can use to Encrypt your CDs, so they can't be readed or modified (they can't be inserted in anything beside a control unit), so you can just run them without knowing what's inside. And more. I'd like to have several elements (i don't think they are so hard to add to the game), instead of having a single control unit to do all the job. With this there would be a reason for a "scripter skill tree" in the game, you'd need the right equipment, and it could become a real profession. And ofc, you'd have a lot more elements that you would need to place in your ship, more stuff to fill all the rooms that otherwise would remain empty.
  3. You can be my slave if you really want it, i don't mind if you are a masochist, I'll make a good use of you. You will mine 24/7, and you can eat from my trash. Sounds appealing?
  4. Lua is already quite easy, everyone can learn the basics very quickly.
  5. Well, i thought that was pretty obvious, there'll be a clam system, there's even a devblog about it. Regarding a city, you shouldn't be able to deconstruct it without having remove the claim (so after a war) Regarding a ship, you should be able to deconstruct it, but if you're not the owner it should take more time. If it is not defended you could destroy it anyway with weapons, so i don't see a problem here. Ships when landing on a unsafe planet should be hided, guarded or have some kind of defensive system
  6. There'll be targetlocked ground-combat between players (without constructs involved).
  7. Selling a blueprint means that it's yours and you can use it to build as many ships you want. Buying a ship, instead, has a price that is the sum of materials + royalties. Blueprints would not be profitable to buy otherwise (since they'd have a way higher price than the royalties you'd pay when buying a already built ship)
  8. that's why i'm guessing that xD
  9. https://m.facebook.com/story.php?story_fbid=569708589868184&substory_index=0&id=247958025376577&__tn__=%2As what's your guess? Mine is gameplay footage
  10. Shynras

    Energy

    Do you mean this? https://pbs.twimg.com/media/Cmn7kMLWIAAujDT.jpg http://s3-eu-west-1.amazonaws.com/static.www.novaquark.com/marmoset/Pipes.html (Energy Pipes) Energy is confirmed
  11. Or maybe, if we know we have a certain type of audience that speak something different than english, we could tag that "organization" and set in the lua program already the translatedsentence. Or in some situation, where the user directly interact with the program, an engineer could make that program ask "choose a language", after having set translations already in the code. I'm saying this because if there's a way for players to do it, then let them do, since it adds stuff to the gameplay.
  12. So, I think the game would be way more fun, enjoyable and immersive, if we could use vocal notifications. First of all, what I'm talking about? Imagine you could set with lua some kind of sensors, that would react to a certain event, and the defensive system would activate. Then with a vocal notification, we would hear "Defensive System Activated". Or maybe just to create a system that automatically says "Welcome to Bananaville" every time a player cross the entrance of your city. Of course, I'm not talking about registering our voice, and use those files ingame, that would not be ideal for the players and neither for devs. A vocal assistant like the one we have in Elite Dangerous would be cool, but it's not really what I'm asking for. I'm asking for a "Text to Speech" software. So pretty much like google translate, if you ever used it. You write what you want on your LUA program, and then a certain API, would make the game read that with a voice. Usually that voice is robotic, so it would even fit. Try it if you want https://translate.google.com/
  13. "your stuff" would be already destroyed, that's a loss, that's how pvp works, so you shouldn't be able to avoid it being griefed, even because if it is a ship, you already have the blueprint to restore it, if it is your base, then that territory is no longer yours, and they have all the rights to clean your stuff and place theirs.
  14. I would like some sort of hybrid between time, resource grind and civilization unlock (maybe something else, if it appropriate). Actually to unlock a single element, the coolest way would be to require some of each. Variety is the opposite of boringness. Like if you have to unlock the stargate, you'd need 1)time, 2)a certain amount of resources, 3) a civilization unlock (something like "first solar system completely explored"). There are civilization goals that can't be avoided, so they're gonna happen one day, like colonize 10 planets, 5000 players deaths, 18 planets explored,...
  15. There's no need for that. People will just take a single item/resource, and that will be their currency. Since is a resource that can be used in crafting or building, that would still have a value by itself. As you can see in various games, like Path Of Exile for example, that works. Let's just say we will have 1 resource in the game, that is not so easy to find, and you can find it in little quantities. That resource has an important use in the game, like for crafting core units, the first element placed to craft a ship. This way it will never lose it's value. Now suppose you can take an ingot of that material, and with a crafting recipe, you can divide that ingot in 100 pieces. You'd be able to revert that, crafting back your ingot. So those small pieces will have a value = 1/100 ingot each. That material would be always precious, since ships will always be an important part of the game. The small pieces are useful to trade stuff that are worth less than a single ingot. That material would take space in your inventory, so you'd need to store it. When you want to buy something extremely expensive, you'd connect a container with a pipe to transfer the material (so the market unit would have the appropriate port), because player inventory size wouldnt be enough to carry all the payment in one single run. The gameplay of the game would be so much more interesting with this kind of system (security transport systems for banks, markets would need a proper conveyor system to manage the huge amount of cash that a single market unit wouldn't be able to store, ....)
  16. The economy is made by the players, they said from what i remember that there'll be some NPCs in the Arkship, to set the basics, not in player made cities.
  17. If we're talking about "emergent gameplay" then players should choose their own currency ingame.
  18. Someone will probably build a casinò ship (various games, tons of lights las vegas style, ...), moving it around the most populated solar system, asking for bets to play and getting rich that way xD Actually I've seen this in games where there wasn't Lua or much support to this kind of things, so in DU would be insane.
  19. 1)No, that's not relevant to my main thread, it was just a correction i made to a guy's post. Safezones or not, the arguments i made initially are the same. Still, to answer you: The devblogs doesn't state that you'll be able to build in safezones, that's just one of the option. There's still the option to just design in the virtual simulator (and not to build). Other than that, we know for sure, that safezones are going to be rare, so even if it is possible to build in safezones, the chances are that a small percentage of builders will be able to use those. And no, you'll not be able to create safezones, said that, there are not going to be too many nor private ones beside the extremely rare arkification. 2)Nope, you just didn't understand what I was saying. If the game will not feature a good amount of "elements", with sinergies and stuff like that, the designs are going to be less complex. In that case, the difference between designs made respectively by a good and an average builder, would be smaller. If you imagine that we would have just common blocks, thruster and a pilot seat, and no other element, the a good builder wouldn't be rewarded, because there's a "cap" on designing. Of course I know this is not the case, but the elements we'll have could be still simple enough, to reduce this difference too much, that the competition would be higher than expected. "Best" has a meaning. It means "effective", and it is the balance between cost and power. In a rock-paper-scissor system, what's "best" does change, to adapt to his opponent, but it does exist indeed. 3)You changed the argument. I was referring to your "good ship" is subjective. It is not. There is a "meta" in every game. There'll be in DU specifics designs offering a relatively low cost for a good amount of power and utility, and that's what is going to be used mostly. In case you'll face a strong opponent, you may want to spend more resources, to add additional power, even if the amount of power per money goes down (inefficient), but still in that situation that would be the "best", because is what makes you win. So there's a best, it changes, but if you have to design a ship in a specific situation vs a specific opponent, the skill of a builder would only be rewarded with a deep building system. Again, I'm not talking about the best ship in general, but about the best design FOR A SPECIFIC ROLE.
  20. Nice to see someone coming from ksp, still a valid game (i played a little, but i get bored quite quickly in singleplayer games)
  21. 1)Safezone, that's not relevant to what I was saying. Still, I doubt that safezones to build stuff will be in the game, and even if they'll be, maybe just one on the arkship, not over the entire universe. You'll not have one at your disposal all the time, unless you just don't care about anything else than building. 2)No, because if the best ship is made by 10 blocks, 2 thruster and 1 pilot seat, everyone can build it, so there's no competition. Skilled builders wouldn't have place in the game. If ships are hard to build, then only a few people will be able to create something really interesting. What you're saying comes next. 3) Good ship relatively to the use you want to make of it. I'm not comparing a fighter with an exploration ship. I'm comparing fighters with fighters, exploration ships with exploration ships. That could be a way to increase the depth of the building system. Actually in eveonline, elitedangerous, or similar games there's already this feature, and it is quite easy to add to the game, so I'm confident. We just need the elements that consume energy to be able to absorb more or less energy, and we could use lua and pipes to divert the energy quite easily.
  22. All the blocks that never moved, are procedurally generated, they are just the result of an algorytm. All the blocks modified (destroyed, created or modified) need to be saved on the server, because they're not part of the algorythm, but just a variation. A wreck, is what remains of a ship, after it gets destroyed, so it would be a "mobile entity" that is even more expensive to save on the server, since it has more variables, like speed (imagine a wreck that would keep his momentum). With this in mind, a wreck could be made by a multitude of parts, maybe hundreds of pieces of the ship hull, floating around in space. And imagine the scenario after a large battle. That would make load on the server, indeed. Wrecks always get cleaned, even in common mmorpg, the loot you get from the mobs disappear after a while. Even in EVEOnline, wrecks don't last forever.
  23. That will never happen. Players will keep exploring and colonizing for quite a while at good speed, like 2-3 years from release. Even if a pve player could manage to get there first, someone is gonna find him soon. To avoid players the ony option is to constantly escape. After a few years, the colonizing aspect of the game could slow down, because the game could reach hsi top population, and there'll be enough planets for everyone. In this case a pve player could try to setup a base in a unpopulated system, someone will still find him, but maybe in a year.
  24. Yes, and I'm saying that paying multiple people with plexes every 2 weeks, to just guard 1 entrance, would probably mean bankruptcy for your city I'm just realistic.
  25. I can't see that ever working. Mining, trading, scripting, and all the stuff you mentioned, requires some sort of interaction with the game. While you play as a guard, you do nothing most of the time. I'm not saying that some kind of police would never work, it may actually, they would walk around in the city, talk to people, maybe patrol with a ship between planets, etc.... I just don't believe in guards sticking at the entrance of you city. To make people want to do that, the amount you pay them should be higher than any other gain they could make in other activities. And if they'll be there 1-2 hours, this means that your city will be closed for the other 22 hours, or that you'll need 5-6 different people to at least run it for half the day. It would be extremely expensive, compared to the amount of money you're likely going to make from it. And ofc, this would require you to trust all those people, that could easily trick you. Since this is so hard to have, devs are probably going to add another way, to make tcu safe for trading or whatever (i.e. scanner elements). When this will happen, playing guards will not have a reason to exist. Still, patrolling, and playing as a policeman, is something that could easily exist, on a bigger scale maybe
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