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Shynras

Alpha Team Vanguard
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Everything posted by Shynras

  1. TCU(territorial control units) from my understanding are safezones too, with a time window or something similar, to avoid losing your claim overnight without being able to defend it. Still not sure if you could kill people inside it and it just protects blocks. While for sabotaging a safezone, i doubt it, because the safezone itself wouldn't make sense
  2. This would be useful only if you could kill someone inside a safezone or TCU.
  3. They said that mechanical constructs, including battlemechs or mechaspider could be crafted into the game. So yes you'll be able to build a exoskeleton. But since blocks have a certain minimum dimension (25cm), it's probably going to be a little bigger than the one in fallout 4, or it may look ugly. It's not just a macro, that would be a "function". It does even reacts to "events". But still LUA will not solve any problem in the game, no easily at least, it depends on the API we'll get, the elements we'll get, if there'll be attriction with the ground (or a bipedal wouldn't move even if scripted), and so on...
  4. Not even in games like Dayz or others survival games there's an appropriate mechanic on slavery, for a simple reason. It doesn't work in a game. So, since this is not even a simulator, there's no way they'll add it.
  5. Well, i'm not saying that the factory unit should be banned completely. I know that building the same ship over and over again would be boring, my idea was about litmiting the size of the stuff that the factory unit can build. This way builders will still save a lot of time, while assembling those smaller pieces may require some manpower, or in some situation it could even be fully automated with a way more complex system including mechanical elements and ai. Spawning an army from a single element is kinda basic, casual, not a deep or interesting gameplay feature. I don't mind the factory unit to save time for builders, but I'd like to build my own factory, not just to craft a single element, that does all the job. Everyone could do that.
  6. As a solo player you would probably farm stuff, build a small to medium ship (depending how much do you play), and build an house if you want, in a hided spot (since you're likely never going to own land on your own). Pvp should be rarely 1 vs 1.Then it's up to you in what's your plan. Another option is to keep traveling away from the people, it could be an interesting trip, and you'd probably never see another player.
  7. I've seen a devblog mentioning wood, and actually there has to be a way to remove all those trees we've seen in the teaser, or we couldn't build anything xD Regarding agricolture, would be cool, not a priority though.
  8. Building with voxel doesn't take months. Neither LUA scripting. We'll start slowly mostly just because we'll need to train skills.
  9. You're not allowed to build in the virtual simulator, but to design only. So far we know there are going to be Elements with the ability to build. We don't know yet if there'll be one with the ability to design. But i doubt it, since it doesn't make sense. Regarding the "build voxel patterns", I imagine you could create a blueprint of it, and print it as many times you want in the real world, with a factory unit. If there'll be a merge block, you could maybe create an automated system in the real world, that craft multiple "patterns", merge them, so you'll get the "repetitive pattern" result you are looking for.
  10. No, you didn't understand. You can't stop multiboxing. You can disable multiple clients, but I can assure you that there are easy ways to "hack" that. And then you can't stop people from buying multiple computers. Still, that was not the point of my post. And please, stop with this huge and pink font, everyone here wants his post noticed, what if we start to write huge rainbow posts? If you want your post to be read, try to provide interesting arguments. It takes skill to play multiple chess sets at the same time too, not that you're allowed to do that.
  11. I don't think it could be hard to implement, but since this isn't dragonball, I don't think it will ever happen
  12. there's a limit in how you can dig into the planet (let's say youd die cause temperature and pressure)
  13. Blueprints of parts of the ship, could have a market too in this case. Having to build it by hand isn't just a timesink. First of all it requires you to have the manpower to do this. A small organization will never be able to build a fleet easily, as it should be (they wouldn't even have the people to drive it!!). Building just an "incomplete version" wouldn't be different from what I'm suggesting. In both cases there's need for human interaction, and that's what I think the factory unit needs to be balanced. And to be honest, I think that being able to craft different parts of the ship, and then merging them together with something like a merge block, would add a lot to the game. You may even want to craft, let's say, the cockpit on a planet (maybe selling a contract to a private organization), the wings on another one, organizing transport ships to carry those different parts to a third planet for the final assemble. That's actually how it works IRL.
  14. You can bypass time by stacking factory units. Maybe they're expensive, but one day a strong corporation may become invincible, just because they stacked enough. Other than that, you're likely not going to stay in war every single day, and when you're not into, you can just stack ships and accumulate resources that way. So, imho, a timelimit is not enough. I'm not saying that you press a button and poof, a ship appears, even if that's still a possibility this feature could be implemented. I'm even saying that resources or time are not enough to limit the bad stuff from happening. Then, what do you mean by saying that the factory unit could just "print a basic version of a ship"? I suppose that you'd ban elements from being printed, because otherwise there's no real reason to print a basic version, but just the final one. In case you limit elements from being printed, you force builders to do a portion of the work, so it's similar to what I've already suggested (but worse, since there's problems regarding elements hiding inside walls and hard to place, they will have to build only elements and ho hull so it's more repetitive, there isn't the "assemble gameplay" part that in my opinion could be really fun, ...)
  15. Pretty sure that wheels are going to be in the game. And even if not, since they confirmed rotors, you should be able to made them with blocks (same should be for tracks)
  16. I'm not saying that large fleet are a problem. My concerns are about all the side effects that this may cause: - Less variety of ships, people are just going to copy paste more, compared to a system were you have to build every single ship one by one. - Less work for builders, the hangars will feel empty, without life. - There's no real "preparation" for a war, you don't "feel in the air" that it's coming, there's no people running around the base, organizing materials, building stuff, etc..., because it's all automated. - After a war, you lose your fleet, it's fine. You can just 3dprint it easily as long as you have the materials. There are no stages, you don't just retreat to reassemble your stuff, you don't stop attacking, there's less politics, and so on... - You have more resources? You're likely going to win the war. (not always , but still...) Now suppose you want to limit this with time. Then you could just print way more ships than necessary, or create a huge factory with multiple factory units, and you'd still have the advantage. Now suppose you want to limit this with resources. This doesn't solve any of the problems I already said. Now suppose you will limit the size of the parts that are going to be printed: -You'll still need the manpower, builders to assemble things, engineers to develop a plan deciding how to section and assemble a ship. -Before a war there'll be a lot of work to prepare it. -You can't just endlessy attack, because you can print a fleet with a click of a button, at least you'll need to spend some time assembling the various parts. -A builders corporation is not going to be made by just 2 guys, that just design and put their blueprint in a factory unit that will then do all the work for them. -The bigger the ship, the smaller the pieces that you can craft from a factory unit will feel. Building a huge ship is going to be way harder, rare and a real important moment for your entire organization. You don't just print 3 titans and suicide them into battle just because you can afford them. -Remember that this game is going to have some kind of plex, this means that players will be, to a certain degree, able to buy ingame credits with RL cash. If you spend 1k $ in plexes, you may be able to buy a fleet in game. It's going to be way harder, if you limit the "ship printing", by forcing a certain degree of manpower. -A ship is precious because it's value it's not made just by materials, but by time and mapower. You're less likely going to lose it. It isn't just a number on your wallet, it's the results of the time and efforts you put into building it. This is supposed a voxel game, where building plays a big role. It just doesn't make sense to automatize that so much. I could add way more reasons to prove that being able to 3dprint anything, without limiting the size of it, is bad for the game.
  17. They said that requirements are going to be probably medium. I do expect, compared to landmark, to be a little heavier gpu side, and a little lighter on the cpu, but similar in the general view. Ofc that's just my impression.
  18. From the FAQs in case you didn't notice: "Can I have more than one character?" "Yes. But you will only be able to improve skills on one character at a time." Still we don't know if you will be able to open multiple clients at the same time. I stated my opinion before regarding this, but I want to add an option. I don't know how "automated constructs" (like drones) are going to be balanced (and they need to be), but in a certain way a mining drone (or whatever) is the same as running multiple clients. There are some scenarios were this balance may come by limiting resources (by making them rare or hard to find), to limit the amount of stuff you can generate with both systems. Eve online doesn't have drones, and materials regenerate themselves over time. So you can't compare the two.
  19. Since many of you just follow the forums or twitter, you probably didn't notice this on the FB page (like I didn't until now), so I'll copypaste: What would you like to see? (The message is dated 6th july, so we'll get a gameplay footage before the end of July) Edit: If someone knows how to remove this white background when copypasting, pls let me know xD
  20. I'm not personally a big fan of the mass production idea. A wealthy corporation could just respawn an entire army with a factory unit in a small amount of time, this definitely reduces ships value. The only case I could support this, is by limiting the constructs built by a factory unit, in size, by a huge amount. In that case, to create a ship, you'd need to configure many factory units, each with a blueprint of a portion of the ship you want to create, and then you'll have to merge all those together (Or you could just create an entire but really small ship). This would require much more effort, and would still mantain playerbuilt ships convenient for a certain market. Making a factory unit unconvenient by increasing the amount of resources or time needed to build a ship, wouldn't fix the problem in my opinion.
  21. well, it should not be easy to build a good competitive ship, otherwise the entire builder profession wouldn't have a place in this game.
  22. What? How am I going to test my weapons now? We need an "evil" side.
  23. I don't see the problem actually. The territorial units are going to provide enough safety for all the people that wants to avoid pvp. If you want to build you'll probably have even a virtual space to create blueprints. That's more than enough. The arkification doesn't make any sense, why would you give such a ridicolous power to a few lucky guys, in a game where the competition is so important?
  24. A weapon that uses a standard ballistic system, still has a limited capacity for ammo inside it. That's when option C comes handy, to increase that limit.
  25. i think the game will have a good variety of weapon. This means that any of them may have a different loading mechanism. Option A and B are pretty much the same (as a mechanic), beside the fact that option A is intended to last longer. So If option B is going to be in the game (I mean it's pretty standard, i don't think they can avoid that), option A could be added to the game as a weapon intended for exploring or long fights. Option C is a different mechanics, and hopefully will be added to the game (since we've seen already some pipes for energy, adding a item-pipe should be easy, and I do expect that). More options? -A weapon that uses energy, like a laser (probably planned), so it doesn't need to be loaded. -A weapon that uses scraps? So you would need some sort of system to collect garbage on the field and use that as a free ammo? -A weapon that can "absorb" (or stop with a gravity field) an enemy projectile, and send it back? ...
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