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Shynras

Alpha Team Vanguard
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  1. Like
    Shynras got a reaction from wesbruce in Inventory, Cargo and Storage.   
    Those are energy pipes, I'm sure there's going to be more, for different uses, like mining.
  2. Like
    Shynras got a reaction from SkilledStealth in PLEASE CLOSE THIS TOPIC,OR TELL ME   
    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?
  3. Like
    Shynras got a reaction from nietoperek in State of out-of-ship combat?   
    There'll be targetlocked ground-combat between players (without constructs involved).
  4. Like
    Shynras got a reaction from yamamushi in Vocal notification   
    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/
  5. Like
    Shynras got a reaction from guttertrash in Vocal notification   
    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/
  6. Like
    Shynras got a reaction from Halo381 in Vocal notification   
    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/
  7. Like
    Shynras got a reaction from Asimos in Vocal notification   
    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/
  8. Like
    Shynras got a reaction from Dygz_Briarthorn in How would you like to handle Currency and Banking.   
    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, ....)
  9. Like
    Shynras got a reaction from Anaximander in How would you like to handle Currency and Banking.   
    If we're talking about "emergent gameplay" then players should choose their own currency ingame. 
  10. Like
    Shynras got a reaction from gabrielen in Magrathean Society (Planet Building)   
    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.
  11. Like
    Shynras got a reaction from KlatuSatori in Inspecting Peoples' Inventory   
    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.
  12. Like
    Shynras got a reaction from lethak in What are skills? and how do they work?   
    I just hope that those skills are not going to be limited by time, like EVE Online is, the game would feel "limited" to me in a certain way. I don't want to be forced to choose a path and stick with it, while switching would be so much punishing. Depending on my mood of the day, i could build, farm, fight, trade, explore or swim, it's just not fun to be forced to fight every day, or mine every day because all your skills are on a specific tree. That's even one of the main reason people don't like starting a new account in EVE Online. Skills make the game extremely slow, grindy, and limited to new players. 
  13. Like
    Shynras got a reaction from wesbruce in Am I alone in thinking that Stargate Probes are a bad idea?   
    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.
  14. Like
    Shynras got a reaction from Woodsman in Am I alone in thinking that Stargate Probes are a bad idea?   
    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.
  15. Like
    Shynras got a reaction from yamamushi in Am I alone in thinking that Stargate Probes are a bad idea?   
    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.
  16. Like
    Shynras got a reaction from Strigidae in Gameplay footage   
    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
  17. Like
    Shynras got a reaction from Halo381 in Loading Weapons   
    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.
  18. Like
    Shynras got a reaction from Anaximander in Loading Weapons   
    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.
  19. Like
    Shynras got a reaction from Halo381 in Loading Weapons   
    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?
    ...
  20. Like
    Shynras got a reaction from Dygz_Briarthorn in Material Science   
    You should ask those questions in the Q&A thread, or you're likely never going to get an answer. My personal opinion is that there'll be something, but not everything. 
  21. Like
    Shynras got a reaction from Halo381 in Hacking   
    Could work in some situations. Ofc you shouldnt be able to hack a ship from outside. But once inside you could interact directly with various elements, like an energy generator, the main hangar door or wathever. But to interact with multiple blocks remotely (still from inside the ship), imho you would need to hack a block that has those components linked in some ways.
  22. Like
    Shynras got a reaction from Dygz_Briarthorn in Full PvP or allow player-created PvE zones? (outside of Ark)   
    Devs already said that there are going to be a good balance between Pve and Pvp, so this game is not going to be 100% pvp, you already know that. 
    Probably there's going to be a virtual place, where you can't be killed or nothing griefed, where you design ship (not build, just create the blueprint), and you can't do anything alse. 
    There's going to be a safezone on the Arkship.
    Then, there's no information about this, but I hope there's not going to be more safezones, it would ruin the game.
    Then there's going to be a territory control system, that is effectively a safezone created by players to protect their base/stuff to avoid losing everything while offline, but ofc will be possible to attack thos kind of safezone, with a mechanic we don't know yet. In theory, if you are in a big and strong corporation, that land is going to be quite safe. 
     
    So with the TCU, you can build your base and store your stuff kinda safely (sometimes you'll get attacked and destroyed, but you'll probably have the chance to defend yourself), but i really doubt you're going to be able to mine/explore/scavenge/wathever outside of your claim, without the risk of being attacked. Otherwise the game would just die in a few months (or less).
     
    Any game that wants to last for a lot of years, has always had a good balance between pvp and pve. But remember, that is the social aspect of the game and the pvp, that keeps a game alive. Pve is what supports that, if in the right amount.
  23. Like
    Shynras got a reaction from CosmicDragon in Ship Roles   
    Ships are going to be made by hundreds of "interactive blocks", that will define the role of your ship. They are going to be about energy, storage, weapons, repairing, healing, speedboosting, managing, ia, and wathever. Those blocks are going to consume energy, to make the ship heavy or to take a lot of space, so you can't carry every single block in the same amount a specialized ship can. Some kind of hybrids will probably be possible, but they're not going to be maxed in every role.
    And building a bigger ship to fit everything is not going to help anyway, since the bigger the ship, the bigger the needs it's going to have.
  24. Like
    Shynras got a reaction from Anaximander in Ship Roles   
    Ships are going to be made by hundreds of "interactive blocks", that will define the role of your ship. They are going to be about energy, storage, weapons, repairing, healing, speedboosting, managing, ia, and wathever. Those blocks are going to consume energy, to make the ship heavy or to take a lot of space, so you can't carry every single block in the same amount a specialized ship can. Some kind of hybrids will probably be possible, but they're not going to be maxed in every role.
    And building a bigger ship to fit everything is not going to help anyway, since the bigger the ship, the bigger the needs it's going to have.
  25. Like
    Shynras got a reaction from CosmicDragon in Magrathean Society (Planet Building)   
    I don't like the idea. Planets should be a limited resource, as any material in a certain way.
    1)This would reduce exploration and colonization needs.
    2)This would keep the center of the playerbase stable, while the needs for more resources and land, would force them to move: 
    -Imagine there's a huge HUB where everyone trades, and do various stuff. One day a war happens, that HUB gets destroyed, and someone will build another one closer to new and resourceful planets, and the playerbase will partially move. 
    -Or maybe, the main HUB will be shut down by their own owners, since the lack of trades in that area (since planets there could be out of resources) made it unconvenient, while players moved by their own to a zone with new and resourceful planets, and a new HUB is born spontaneously for economics needs
    3)Every planet should be a precious asset, the territorial unit shouldn't reflect the land price by its own, but the land itself. Creating a planet would mean that you create value from nowhere.
    4)Players would be picky. Take what nature offers, don't just create your ideal planet. In front of you there is a planet with pros and cons, embrace both of them.  
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