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Posts
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Posts posted by Ryoko_Takahashi
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Initially I thought it would be fall damage, but then I thought about being in alpha and how unstuck commands are usually suicide commands, lol. Hopeful for no invisible walls and falling through the planets, but I'm sure it will happen at least once. Once we are into live/retail though, definitely fall damage. Night time and cliffs/valleys = no bueno
Course, if we are armed.... I can't rule out that I wouldn't shoot the first person I see
EDIT: I love that no one thinks any of us will last long enough to starve or drown, lol!!
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The entire time blaring this song
That there be some smuggling music.
Would you possibly be interested in trucking illicit goods?
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I might be reading this wrong, but it sounds like you are asking for an element(s) that would attach to your main ship to provide the functions you've outlined? I really like the ideas of drop pods, and may implement something like them into my nefarious activities, but I think it will be much more likely that we have to design separate individual vessels that are built with voxels, then be attached to your main ship using an element similar to the merge blocks in SE, or maybe something like a docking port element.
Either which way, I invision it something akin to the intro to the movie Predator, muahaha
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I think my signature kind of sums it up for me. I fully intend to engage in piracy (as previously noted). Not the "rush in guns a blazing" type, more the "hides and waits patiently with all systems off" type, waiting for a predetermined yet unsuspecting trader to pass by, boarding and relieving the crew of their ship. Steal everything they have and put them.... (TBD). Other lucrative actives such as: smuggling people and materials beyond hostile org. lines, running black-market operations, and redistribution of org's wealth (mainly into my pockets).
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Anything that I can make that will allow me to get close enough to board a vessel undetected, subsequently incapacitating the crew and running off with their cargo. I mean…. Snow cone maker, I wanna make a snow cone maker
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Hydroponic crop bay and artificial UV lighting elements for your crops.... food crops, yes... Food crops of course!
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Good question! I would think that initially the starter planet might start to get strip mined since everyone will be there and wanting to get off that rock. Once people become space faring and start to spread out and claim their own territories though, it will probably be less of an issue. Honestly though, the home world may not even get that bad if traders start bringing back and selling materials from other sources (asteroids, moons, planets). So perhaps those first core system worlds will never be completely mined out. Also, since it seems we can indefintely spread and there is no real forseen limit as to how far out we can expand, that while I'm sure there will be rare and valuable resources, I dont think the community as a whole will ever not have access to the resources we need to further that expansion.
I also like the idea of multiple different resources being useable for crafting the same end product. Ultimately though, I have a sneaky suspicion we will all be sitting on mountains of iron at some point, lol.
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Unless the other guys land on the planet and start packing holes on your surface with jackhammers. Then they can drop a feck-ton of nukes down your cities.
Makes me wonder how terrain deformation / reformation might work in this instance. I know in SE that once an area of terrain has been destroyed that it can often be very difficult to try to make it look natural again. Assuming the city inhabitants were able to fend off the attackers, I would think that it kind of defeats the purpose of having an underground city if the surface above it is pock-marked with craters from subterranean detonations. lol
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I fully intend to have my assests stored in various underground locations far away from prying eyes. To be honest, while cities themselves and being surrounded by people coming in and out of town would be awesome, I feel like it just puts a giant target on you. Who knows, maybe I'm just being pesimistic, but I have a feeling there is going to be quite a few players who get their kicks out of raiding and seiging small outposts and cities. I've always felt that you can't raid what you can't find.
Secret underground bases in an asteroid field might also be my thing.
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My god, I've been gone only 1/2 a day and there has been a Raptor outbreak!! Run for your lives!!
Very entertaining
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I think i figure out a way for do the "oxygen" effect on a ship or building,
without work with fluid simulation and to realistic things that would need a super computer to process...
They can add a "Compare algorithm" to encapsulate a ship or building,
like the blueprint system for repairs ore rebuilt,
this algorithm will compare the actual ship with its previously saved blueprint after it receive any attack,
(after shields absorb the extra damage and any type of armor or damage reduction)
the comparison is a % percentage of how much of the ship was removed / exploded / vanish some parts away ,
or how much damage was taken. If the structure is
1% ~ 9% different of its saved blueprint you can (if your ship have the sensor for it) receive a signal that its compromised and need repairs, 10% ~ 20% between its actual state and original state, simply attach a "negative status" to all ppl inside like: "Low Oxygen level 1"
that would works like an accumulative poison, reducing the player capabilities and giving slow and few damage, and slowly progressing to its next level, if the player stay in the area it will progress to "Low Oxygen level 2" (and so on)
with stronger negative effects and until the effects kill the player, (or he find a pressurized suit, or repair the ship during the battle)
higher percentages of damage also can make the status advance to a higher level instantly and all crew inside would need to use pressurized suits to avoid the negative effects. Also you could install a bridge protection upgrade for your ship to seal the bridge and negate the effect inside so you could fight until your ship is complete wiped from existence (with you inside).
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I'm not sure how they should implement the detriments of a lack of oxygen or atmospheric pressure, but I like your idea of comparing the original blueprint to the current state of the ship after take damage. I had an idea that I thought would have been an extremely easy, quick, and processor non-intense way of calculating this. Honestly though, after re-reading your post a few times I think I might be saying the same thing just in a different way ^^; I'll add it anyways since I already wrote it up.
I was thinking rather than being based off the differences of the original blueprint and the ships state after damage, I would suggest basing it off of the the ships voxel count and %dmg of elements. I recall them stating that everything is procedural, and only the changes we make are actually saved to the server. Having this in mind, I would assume that there are/will be current and up to date save states for the ships as well. When taking damage, the current voxel count and elements' dmg% could be compared with the previous save state of the vessel. Then (much like you discussed) after a certain threshold is reached, the chance of an implied hull breach event would rise/happen. The beauty of this, is there are no complex algorithms to run, no volumetric checks to verify, etc. Just a simple % check. I think whether there is an ACTUAL visible hull breach would be beside the point. The ship took more damage than its hull integrity could withstand, and breached.
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*grabs some popcorn and waits for the "We were the first religion!", "No! We were!" Holy war to begin*
All joking aside, I'd be interested to have some sort of daily log if your group every does make a long, non-jumpgate, pilgrimage to Meru. I'm sure it would be both entertaining and insightful!
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I also found out about the game on Youtube from Capt. Shack at The XPGamers. Intitally from his vlog with the dev about how everything was editable. I continue to find out about the new videos posted by DU through him, as Youtube decides to put my DU subscription videos on the bottom of my lists virtually everytime. I'm thankful he is helping to bring a broader audience to this game, as I'm sure I probably would not have found this on my own.
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Hi I was wondering if the building system will have more types of blocks form the current space voxcle games on the market now? I find that I am always coming across situation that a few more block types are needed
I sincerely hope so; I know that I regularly find myself having to DL mods in some of those other games just to be able to get the look, feel, and utility I desire from my constructs.
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"I agree. I want something like that. Friendly and welcoming."
.... To lure them in, then take them for all they're worth!
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This is NOT the thing they have been working hard on, I was just feeling like doodling something. I know, i suck lol forgive me
again, it doesn't mean anything I was just killing some time and playing with tools
just tell me if you want me to take it down or something
I love this, its super cute!
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I can say this publicly however, we will be building a super max prison - for those "good for nothing" pirates.
If you want somewhere safe to house your felons - feel free to contract them over to ACS Corrections - for only a small fee per day. We will take the scum off your hands and keep them locked away, and away from the rest of civilized society.
We are proud to say not a soul has escaped our penal facility to date, well one guy did, but he ended up in the incinerator on his way out.
-But that is a story for another day
I look forward to never seeing the insides of those prisons. Unless of course, it's to smuggle one of my "good for nothing" *cough* "associates" out of one of your fine establishments.
That does bring into question how one might actually be able to incarcerate a player. I'm starting to have FoM and APB flashbacks. Aside from just purely RP'n it, do you guys think they might put restraints, non-lethal weapons, etc. to make it so we could actually be caught?
We? Did I say we? I mean.... those fowl piratey types
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The law of bacon demands all must dance...
Finally able to "Like" this post! Dance, and enjoy the salty goodness!
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Welcome to the forums Looking forward to seeing more of your designs!
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Considering how early they are in development, I'm completely impressed by this. Looking forward to when they start needing some of us bodies to get some real heavy server load on their test bed
*Hollers to devs* We are here whenever you need us! *throws some money at the screen*
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Would be helpful if there was a limitation so we could have a uniform size and help us to make templates
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as stated, organizations can do whatever they want to. It can be a crime just to call the leader a bad name ... punishable by death.
However like in the real world an organization doesn't have jurisdiction over any other unless said organization agreed to it.
Like we may have a law that says if you don't like bacon then you get KOS but we couldn't enforce that in your territory .... unfortunately.
*take over said territory, enforce bacon law* problem solved
Orbital Drop Pod Attachment
in Idea Box
Posted
Hope nothing I said came across as controversial, I just think that it will most likely be something we have to construct with voxels rather than being a singular unique element. I also think that it definitely wouldn't need to be a full sized ship or even the size of a fighter as some others were implying. Could simply be a connection element, sensor, braking thruster, and a place to sit. Cheap, reliable, and disposable.