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Shynras

Alpha Team Vanguard
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Everything posted by Shynras

  1. Let's suppose that when a player log off, the character disappear. You're moving only if you're online. That would take way more than a probe automatically moving 24h/24. So you'd need some sort of "bed" so that you have the option, to mantain your character ingame, even when you're offline. In that case, you could setup some sort of autopilot. This means that you could check that character once a day, while traveling for 1-2 months, while still playing on another character, doing whatever you want in the meantime. This would reduce the boring aspect of exploration. Still, a big part of the time required, could be just about getting closer to the outer orbit of the star of your system, so you'd dock on those, and in this way you'd have something to do (acquiring resources, informations, equipment, ....) (you may even sign a transport contract to move something to some planet on the edge of the system, and then you could modify your ship for a couple of days, and then start the trip). That could be the contents you're asking for. Then, not every system should be 2 months of travel away, it depends on the size of the system, that depends on the size of the star. Some may be just 2 weeks away. You'd need a better ship, equipment and technologies to travel for longer periods. Ofc stuff like "having to stop the ship and dispatch your solar panel to recharge some energy", "being able to design stuff in the virtual simulator, that you can reach from your ship", "having the chance to find precious materials in some asteroids in the deep space" or stuff like that, could give the player something to do in the meanwhile
  2. My only concerns about this, is that mechs could just be something gimmick, for fun, and not competitive enough against the efficiency of a common wheel base vehicle
  3. Do you really think that someone will waste his free time, working as a guard in a game? For how much time? 4-6-8 hours a day? What about the rest of the day, do you close the city? What you're saying is never gonna happen. Add to this, that a claimed territory may be pvp free, but you're not able to destroy blocks, market units neither, and players at this point would just be careful about people around them, shopping in groups or find another kinda safe and cheap way. Another option, if the "pvp free" is going to be a problem, is that people will just let trusted people with a specific tag to enter a closed market area. Players always do what's more convenient, safe and profitable, noone is going to pay that many people to waste their day on the city entrance. Actually you'd not even find enough people willing to work as a guard.
  4. It's not a problematic feature, but noone would spend their day at the city entrance, checking every single inventory of the people who wants to enter. So, just that, wouldn't work imho.
  5. Anyway, for a system like this to work, scanning needs to be relatively easy and affordable, avoid being scanned, needs to be hard. If there's always a way to hide some stuff, or if to scan it properly requires a ridicolous effort (like scanning manually), a defensive system around a city would never work. it would not be reliable enough to be worth it.
  6. Cargo scanners could have a limited range, so you'd need to place them properly around the perimeter without leaving any "hole". Then, they may be expensive in terms of energy consumption, so you'd create less, on a few entrances, and the perimeter would be closed by a wall (you'd need to cover the roof of your base too, for a perfect, closed system). With a good system in place like this, you shouldn't be able to hide anything, because is what happens IRL (you can hide stuff, but with a good system in place, you can't. In an airport they would even check inside your body for drugs, if they think there's need to). So this would require building skills, to create, and ofc would influence the design of the city (you don't just build crazy stuff with no funcionality, but only because they're cool). Another thing that could be added, is that with a fast enough ship, you could be able to avoid being scanned. in this case, with some LUA scripting, should be possible to set an alarm, if you enter inside without being scanned. Then what? The automated defenses start shooting. So, you may find a blind spot, to avoid the bullets (and even here, this would mean that designing a good defensive system isn't just placing turrets randomly) or in alternative, you just know you have a limited time. Since this is an MMO, your ship doesn't necessarily get destroyed that fast, so you could drop a container for an accomplice, and leaev before getting destroyed (more multiplayer activities). A simple game design choice, could benefit different parts of the gameplay. And all I said isn't hard to add to the game.
  7. In the teaser planets are 30km in diameter. Not sure about the future, since the information in the FAQs.
  8. 1)you cannot build in a safezone, just design. 2)The features that we will have in the game will decide if it will be "hard to build". So you don't know yet if a skilled builder will be able to build a significantly better ship than an average one. 3)Building is not hard, corporations will be made by a lot of players, there'll always be someone skilled enough to build a good ship. Often a good and trusted design, is better than a really good but risky one. No, this game isn't builder simulator 2017, arkification has not been confirmed, and in case there'll be, they said already that safezones are going to be rare.
  9. gives sense to flora and fauna, it's an important feature for exploration, a resource to trade, store, gives sense to kitchen elements, add a lot to roleplay (chairs, tables,...), and so on... ofc neither i want it to be an annoying feature, but wih the right dose, could be a nice addition to the game
  10. An array tool maybe or a merge block to merge many of those pieces together, crafted by a single blueprint. Imdoubt there's going to be more than that, you'll build it by hand. A big ship is considered a multiplayer activity, so in that case, you should look for people to help you.
  11. We have no informations yet, that's a viable option like yours. I said that because I think is similar to what the devs have in mind, not because I like it (and in this case i'm fine with it). I just hope there'll be enough pvp, without the risk of losing everything overnight. I don't care about anything else
  12. That could solve partially the problem. Then the programmer could just add a line "selfdestroy if -rare occurrency- happens" )(he would make that happen if he wants, maybe in a fight, or sell the information to an enemy), and there's no way you could know that, so that you'd have to trust the engineer.
  13. Yea but once you buy a script, you can use that for another ship without buying it again. And I'm sure there'll be a nice collection that someone will post for everyone to use. There's a possibility, that the game will feature enough depth, that scripting an entire ship with, let's say, 100 elements, will require quite some time. Still, such a complex ship, usually has a role in fighting. Yes, there'll be a market around "pve" ships. But usually, this kind of ships are way easier to design and build compared to a fighter. So, many people will probably build those by themselves. And if you add the already high competitiveness in this market, I'm not sure that the amount of buyers will be enough to satisfy not even half the sellers. Even if someone is not good at building ships, we're likely going to play with friends or in a corporation, we'll always have someone close that is good enough at that.
  14. To jump, you need a stargate. If you can jump to a seed, then stargates are useless, and there's no reason to build them. So they'll probably be build, and then carried by a probe. Or maybe it'll carry a factory unit scripted to automatically craft a stargate from a blueprint? who knows...
  15. It always happen to me to read threads from people talking about designing constructs for other people, selling scripts or sharing the technologies, so often comes to my mind, the fact that many don't realize this. This is a sandbox, with a strong PVP component. There'll be fights, wars, treachery, spying, .... Informations will be precious. If a medium-large corporations need ships, it's likely they're going to design and build them by their own. Same for scripts. You don't simply go to war with ships your opponents know the limits and the strenghts. You don't just ask to another corporation to program your drones, to risk sabotage or that the same producer sell to your opponent a script able to counter the previous. Of course there'll be a small group of people that doesn't really care, since they don't have much to loss, nor their opponents are so "advanced" to use the informations. Maybe you'll cash on those players, but I doubt you'll make enough to mantain your corporation. So what i said excludes from the market any construct made to fight (no bases, no warships, no wardrones) (ofc a solo player or a small organization could buy a couple) I'm sure there'll be some organizations that will just produces constructs, but for sure, isn't going to be that easy. In a voxel game, the building part is always extremely competitive (because a lot of people love to build): selling a single ship will have a small gain. So ships that are going to be sold mostly, are the ones regarding production, exploration and transportation. But are we sure that those "pve" ships are going to be hard to build? Can those kind of ship require so much skill to build that there'll be a market around it? Add this to the fact that many people will build their own, and for their friends too, since it's fun, and they can personalize them as much as they want. Well you could just create a construct so insane that everyone would buy it, right? Well, yes and no: -You don't know how deep the designing is going to be. What's the difference between a ship that is just a cube with elements put randomly inside it, and a ship well designed? Does the shape matters? Does the positioning of rooms/elements matters? We don't know it yet. -LUA isn't that hard as you may think. Many people will learn the basics. And after a few months, maybe someone will public on the forum some good scripts for everyone to use. You could make aesthetically pleasing hulls and sell those for people to fill with their elements and stuff. Sure, but in a sandbox, how many people are going to spend credits and resources they grinded for hours on a ship, to watch it explode in the next battle? Do you think they'll pay enough for you to keep doing it? So, in my mind, any medium-large corporation will have their own builders, their own designs, their own constructs. All the technology, scripts, designs, will be kept secret. So, I just wanted to say, don't ignore this. What do you think?
  16. There are going to be "voxel tools" in the game (I think that's what you're asking for), there's a devblog about it, or a thread quite detailed. So you'll not have just to place a 25cm block one by one, but you'll have commands (maybe on your action bar, like Landmark), that you can use to place bigger blocks, drag your mouse to create large surfaces, or tools like that. LUA doesn't place blocks, it only serves to program elements. So before the scripting, you'd need an element capable to place blocks.
  17. That game is good, that game sucks. Nope, that's just your opinion, not a valid argument.
  18. i was just considering the worst case xD. Anyway wheels are such a huge feature, i cant see them being ignored
  19. Just a few things i want to say : - A probe is a basic stargate itself, otherwise you couldnt jump on it when it arrives. You'd need to build defenses and various other optional or additional stuff ofc. - A probe isn't (or at least i hope so) a single element. But a drone we build, script, and equip with a specific element, the stargate element. - A probe has to carry a stargate, it's should be quite heavy. Theoretically, a ship built to go fast, would never be slower than a probe. - A probe speed depends on the amount of thruster you put on it, and this ofc will require more fuel and resources in general. Ofc if a probe is just a single mesh, that we dont have to build, all I said isnt true. I hope not.
  20. Having to get close to the tcu doesnt make sense, the owner could just hide it underground, and since you cant damage blocks, you'd never be able to reach it
  21. i understand what you're saying, and I know they are not invulnerable safezones, but still if the players will be able to fight inside it, depends on how novaquark wants to implement it. It could just be a complete safezones where you cant have pvp, except 2-3 hours a day, set by the owner, where it can be declared a war using a special items, and only after that, you can kill people. Who knowws...
  22. Were did you read that TCU will have pvp between players enabled? Because i can't find any mention to this. Anyway it's not bad, this could be an extension to cargo scanners, that are probably already planned, since it's an important feature for people to understand what other people are carrying on their ships, so they can de ide if it's worth to attack them or not.
  23. how do i know what's the post you were referrig to, if you didnt quote any? It doesn't take monhs to BUILD(without taking count of the resources gathering and crafting time) a WORKING ship. That flies and shoot. Basic. If you want to build a good looking ship then it may take months. You're likely not forced to build with 25cm blocks in the game, i'm sure there'll be opions to drag surfaces or to build with bigger blocks.
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