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Alpha

Found 4 results

  1. From following forum posts and monthly dev blogs, it seems that NQ has the different levels of crafting planned as follows: 1. Mining raw resources 2. Refining resources 3. Crafting components 4. Crafting items (elements, consumables, etc.) I think that having components as an intermediary step between refining resources and crafting is not a game mechanic beneficial to the game. It would only convolute the crafting process, dilute the market for resources, and it would not be emergent gameplay. I have a biased few on this, since I come from Albion Online, a game that has embraced this idea and eliminated components in the crafting process, so I would like to hear the opinion of others as well.
  2. In order to make the game more interesting, I think that major components should consist of subcomponents. For example, one of the basic components now would be a power component. Presumably at higher tech and fabrication skill levels, a power component would produce higher output, be smaller and more durable than older designs. I think it would be more fun if a powerplant consisted of subcomponents which could be researched and designed independently and could be assembled into a resellable product. Say you want to make fusion plants. A fusion plant would have a combustion chamber, a magnetic containment bottle, a laser array, a fuel injector and depending on whether it is meant to produce electricity or be used to power a fusion rocket, it would have a dynamo or a thruster. Each of these components could have its own independent properties, methods, interfaces and tech/skill tree, which could make the job building, maintaining and repairing damage to fusion plants an interesting and challenging role for a player to specialize in.
  3. In order to make the game more interesting, I think that major components should consist of subcomponents. For example, one of the basic components now would be a power component. Presumably at higher tech and fabrication skill levels, a power component would produce higher output, be smaller and more durable than older designs. I think it would be more fun if a powerplant consisted of subcomponents which could be researched and designed independently and could be assembled into a resellable product. Say you want to make fusion plants. A fusion plant would have a combustion chamber, a magnetic containment bottle, a laser array, a fuel injector and depending on whether it is meant to produce electricity or be used to power a fusion rocket, it would have a dynamo or a thruster. Each of these components could have its own independent properties, methods, interfaces and tech/skill tree, which could make the job building, maintaining and repairing damage to fusion plants an interesting and challenging role for a player to specialize in.
  4. Currently we know there is blueprints for components that would go on your creations (power, thrusters, controls, shields). Each of these will have its own mesh that would be placed on a ship with certain attribute values. I hope there are dozens of variants of each component type to give some versatility in choices. But these will be limited by the number of components the Devs create and implement. While being able to use as many of these as we please on our creations is great, it is still a limiting factor, especially if space is a factor. What I would like to see is a research system to have RNG modifiers to these base components. This is not a unique idea, and has been done to various degrees in games, but Limit Theory is the only one to my knowledge attempting to implement it in this manner. It is actually where I got the idea from. We will already have a RNG universe so why not RNG other things. The way it could work is to have the basic BPs that the ark provides. You can then do research on these blueprints (maybe in some special lab that requires resources) for a chance to produce a new BP with RNG modifiers to its base attributes. These could be good or bad, i.e. +5% to turret damage as well as -3% turning speed. There could even be a chance you would get all positive or all negative modifiers or maybe dont get any at all. You could then take this researched BP and attempt to research it further for more modifiers. The component could share the same name and mesh model as the parent component, just containing a different meta tag. This would allow for truly unique designs as maybe I dont care about component weight but need fire power. Or I dont care about power storage capacity, just power generation. So I could have more ability to customize my creations by choosing a blueprint with the attributes I want. This could even open a whole new market as you could sell your blueprints that you have researched and modified. Entire business could be started solely as a research lab producing these things. Now heres where it could be interesting, imagine you buy someones fighter BP to make and it requires 12 MK 1 thrusters and 3 guns. If you had modified versions of this it would be awesome to tell it use your version (remember it has the same model and ID) instead of the basic version. So now you can have 2 identical looking ships but with different performance metrics. I think for a game with unlimited variability in everything else, this would help remove the one major limitation I see. Now indexing these meta tags may become complex, but in a game that plans to implement such a detailed but complexed permissions system I think it is doable. What does everyone else thing about this?
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