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Shynras

Alpha Team Vanguard
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Everything posted by Shynras

  1. Yes, the points are called quanta. You're just asking for a shop, where the org sets the sell/buy order prices, accessible by members only
  2. It's a market unit what you're looking for
  3. Well, didn't realize Kurock is there, so I guess I'll let him
  4. I'm not against the idea, I actually like it. Depends on a lot of stuff about the gameplay, infos value, ways to obtain them, ... but I'll likely be hostile against any uninvited neutral inside my land. And I'll never invite one I guess (mostly because I'm in a military org) xD. I may give informations and even screenshots if someone asks me for, as long it's not informations I consider valuable, like coordinates (so that I have control on what you get to know) Depends on the situation though, I'll likely avoid any unnecessary risks.
  5. In a simple collision system, the servers tell to the client "this volume can't be accessed" so it bounces back your construct With collision detection instead, i meant the detection of the contact point (where you'd apply the damage bubble for local damage), and this is way heavier on the servers: how does the game knows where the collision happened? It has to check each voxels or use some heavy vectorial calcs. NQ's idea of combat is: target a voxel, an aoe aorund it damages what's nearby. So it's actual local damage, there's no Hp bar. What you propose could work but how are you going to distribute the damage with your system since you don't know where the impact happened? RNG wouldn't work.
  6. -Depends on scan abilities (maybe the game doesn't allow you to check their skills tree, maybe there'll be basic predefined abilities, ... ) -You can gather information even without scan abilities, just being there means that you know coordinates -Depends on the kind of org you want to go to (I'm going more pvp so I'd likely avoid unecessary risks, but a peaceful trading/mining org may allow that) -When people trust others, usually there's a risk and there's a gain (for trading, contracts, alliance, ...) while i don't see any gain from giving a "newspaper" potentially valuable info about me -Trusting 1 player is way different than trusting 10. Nothing personal, just an efficient way to play. I'm sure that many will like it, but from what I'm concerned, you should only gather informations from unclaimed areas (like a battle in space) or if the owner specifically allow you
  7. 1) No. Neutral doesn't mean trusted, and especially if there'll be a way to scan other people assets in a certain range, that would be a bad idea. 2) I'd have choosed maybe if there was a choice, depends on the project
  8. NQ usually don't support tedious mechanics that are irrelevant to the gameplay, so I doubt they'll ever force us to dump dirt on the ground. Other than that, it would create unnecessary load on the servers (every time you place something or break it, the server receives that information and send it to all the other players). However you probably underestimate the fact that players will not put those resources back in their place, but use them to ruin even more the landscape (pillars, mountains of artificial dirt with the same texture and unnatural shape, lines of dirt on the ground they'll place while going back home and so on ...)
  9. You didnt read the entire op
  10. The area of a tile is approx. 0.65 sq km The actual number of tiles on Alioth is 50862 Total planet surface: 33 060 sq km Radius of the planet: 51 km Max speed at sea level: 200 km/h Time required to circumnavigate the planet: 1,61h (322 km) Planet size and max speed may be subject to change.
  11. tab-targeting refers to the use of a button to target (clearly, the button I'm referring to is the TAB key on keyboards, since it was (and it is) the one usually predefined by most mmorpgs as the target button), it has nothing to do with the hit and damage calculations.
  12. 1- i heard JC saying there'll be veins of resources kilometers long. I guess those will be the common ones, while the rare resources will have shorter veins and possibly blobs or different shapes (depending on the procedural generation algorithm they set up) 2-Noone knows, but I'd say you'll just get rocks and dirt in your inventory. It's the more immersive choice and it would be wierd if stone and dirt are not in the game. At best with skills or the nanoformer they may add the possibility to filter materials
  13. -The combat is not tab target -Ui on ships can be customized. You choose which widget to display and its appearance. -Ui on foot depends on the features and info they'll need to display, but from my understanding they want to keep it rather clean (some of the ui will be in the arm hologram) I didn't read the rest, i've no time sry
  14. That has already been explained in the last devblog about the RDMS system. Organization are just TAGs that people have, so you can have many of them at the same time. The tag system has a tree-structure, so you can indeed have a tree structure of organizations.
  15. Colour is important indeed, but what about shape? Should we go with straight lines, cubes, spheres, triangles, or something else? Well, the real question is: what should define our constructs shape? PVP indeed. We aim to be competitive, shape is defined by what can give us an advantage in combat. Does that mean we'll pilot cubes of voxels if those prove to be like 1% more effective? Well, not really, the eye wants its part On the aesthetic side, the Golden Fox is, even for shape, something to take inspiration from. Of course, we don't know yet how much shape will influence ship performance, but if it's feasible, this on a general note, is the basic idea: Our military ships will heavily use wings and fins, pointy/flat structures and triangles to grant them an aggressive look. This change, depending on size, for a battleship you can imagine something similar to a Kerl battleship from Star Wars. (The image shows a basic civilian ship for short-range travels, and a early concept of an embassy.) Our mobile shields and balistic doors (when pistons and rotors will be added) will have our logo displayed on. All our ships will have our logo displayed on the front (simplified in case of smaller ships). There's indeed a reason our logo is "V shaped", and made so that it can be easily sculpt with voxels. A few special ships may break those "rules", and have a custom look. I'll try to release a few concepts in the future, maybe not the inside of our secret bases though (Spies! Spies everywhere!)
  16. I'm not an expert of mobile stuff, but I'd say you'll have no problems. SC doesn't really compare because mostly uses GPU, while Du should be heavy on CPU.
  17. Thank you, I've spent quite some time drawing different ones, so I'm glad you like it. If you look at my avatar, that's actually my first try
  18. Post your spec and we'll give you an opinion
  19. The main problem however, from my understanding, it's about collisions detection, not just how to calculate collision damage
  20. Ty, I'm confident I'll reach my goals fully, there's a lot of time before release
  21. Ye it's buggy but if you got to the server error 500 part, you just need to wait. It takes usually 1 day (once it took 3 days to me), so just be patient. Keep in mind that the community site is kinda a prototype and will be improved in the future
  22. there are no asteroid respawning. Forcing people to move out is a good way to promote exploration and a dynamic environment, did you really think that was a bad thing?
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