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Reaper07

Alpha Tester
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  1. Like
    Reaper07 reacted to DarkHorizon in Eyes & Ears - Search And Rescue   
    Weekly Update - December 16th
     
    Four rescues were made during the past test, that makes 31 rescues for Alpha 2 and 45 overall.
     
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    @maxamized started out strong and notched his first rescue early Friday morning by running some scrap out to @Reaper07 on Alioth.
     
    @Dr Rhubarb also scored their first rescue after 283 days in the organization. A lack of being in the right place at the right time both in-game and in real life made his first rescue so elusive. Nonetheless, he was able to aid @Context with what our logs say is a "full ship repair". Not sure how big, but I hope the service was appreciated!
     
    Haunty came to @Erquilenne's aid on Sicari with a resupply of fuel on Sicari.
     
    Finally, maxamized rounded out the rescues this period with another fuel run to @TheMaGoth on Alioth.
     
    The first three rescues were notably in a span of only six hours, more or less with me being totally stuck at work thanks to a change in scheduling. I will say that I was quite happy to turn up during my lunch hour to see the team had handled themselves well during my absence. While this is more or less all individual work, I hope that this is a trend that can continue into the future as the organization and team grows and develops.
     
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    This is another short and frank update since it's late in the day for me and I wasn't able to attend testing over the weekend due to some conflicts between my old and new hardware (think it's RAM), hopefully that will be resolved soon though!
     
    That's all for now, until next time, fly safe everyone!
     
    - DarkHorizon
  2. Like
    Reaper07 reacted to NQ-Nyzaltar in Creative mode   
    Hi there, 
     
    It's true that:
    - Massive Constructs "battlestar cruiser" size or "death star" will require incredible amount of resources and may not (or hardly) be possible to build alone.
    - We don't plan to let players import design from 3D tools like 3DS Max, Blender or Zbrush.
     
    However:
    - It's also true that trial & errors will have a massive cost in resources if designing/prototyping a very large of spaceship must be done in the "real" in-game universe.
    - It's also true that it would force all large ship designers to get huge amount of resources just for designing, not even for building. The ideal situation would be that the designer role shouldn't be tied to gather huge amounts of resources (this should be left to the production role).
     
    In conclusion:
    Yes, having a creative mode inside the game, just for designing purpose (without giving any free resources in the "real" in-game universe) is something we are considering.
    However, this is a huge feature to develop, and while we would like to add it to the game, there is a high chance it won't be implemented before the official game release. If it's implemented at some point, it will be probably after, in an expansion.
     
    Best Regards,
    Nyzaltar.
  3. Like
    Reaper07 reacted to Eld0r in Death of a spaceship   
    I thought about it too. I played with the thought of debris cores (not controllable and with a simplyfied physics and for bigger debris only) that may be simulated not by server but by client. These cores would have access for all to collect the scrap and are assigned and distributed between nearest clients for simulation. So sync is the same as for ships and like all other online games ping may be a problem.. While I believe voxel dividing to single objects is generally possible I see a bigger problem in syncing the exact division and all behaviours of the objects in time. ? Can not go further in this forum ^^ Anyway would be nice if fleet battles create big debris fields to collect ^^
  4. Like
    Reaper07 reacted to Daphne Jones in Death of a spaceship   
    I doubt this would be a serious load on the server compared to processing the combat in the first place.
     
    Anyway, this thread isn't about how they plan to do it, but an idea for doing it better.
  5. Like
    Reaper07 reacted to Daphne Jones in Death of a spaceship   
    JC was pretty clear that he wanted weapons to punch holes in the voxels. It stands to reason that some section of the ship may lose its connection to the core... and then it either breaks off the ship or it looks really stupid.
     
    That's the problem I'm trying to solve. If it blows up once it loses connection to the core, problem solved in a pretty cool way.
     
  6. Like
    Reaper07 reacted to Daphne Jones in Death of a spaceship   
    Yeah. Core deep within voxels and right in the command and control area. As long as the crew is alive you can fight no matter what else has gotten blown up.
     
    Deep within voxels because I'm assuming if the core is destroyed the whole ship would be destroyed, but maybe that's not true.
  7. Like
    Reaper07 reacted to Daphne Jones in Death of a spaceship   
    So I was talking with @Reaper07in discord about what happens in CVC combat and we came up with this:
     
    The Problem: Stuff that breaks off a ship being shot probably can't float away from the core... so you could have a bridge just floating free with the crew standing there continuing to fight, using the engines that are still attached to the core.
     
    Suggestion: Anything that becomes detached from the core should explode and be destroyed. This will keep the visuals looking reasonable even though it kind of sucks for the guys on the detached bridge.
     
     
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