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Found 2 results

  1. Hey guys! I think you all know the Roadmap and that NQ wants to implement interstellar traveling in the game by using fixed, player built Stargates. I was wondering how they would look like and honestly, i think it would be awful to have like giant rings or something like a Portal with strange colorful effects in it. SO now that i explain my concerns iwant to Show you my idea: Stargates: - make them like a very big attachment to a starbase that consumes a hell amount of Energy BUT, that creates some sort of force field in which you can jump with very low fuel/Energy cost for your own ship (so its more economical to use a Stargate than to jump on your own) to another Station, that has such a device too. - space stations having such a device are important anchor Points in insterstellar space like beacons on the Ocean today Jumping on your OWN: - i think it would be very smart to implement hyperdrives in the game so that anybody that has installed one on their ship can jump to a certain range anywhere he wants (i know it sounds broken as hell because giant organizations could simply jump to any base of smaller organizations with armadas of hundrets of ships and destroy anthing in their way )BUT (and thats an ENORNOUS but): - with hyper drives it would be very balanced to implement them under the following conditions: - when not using a fixed Stargate at a starbase, you're going to have very high fuel/Energy Costs for each jump so the Energy/fuel for the hyperdrive will only last like 2-3 free jumps - in Addition without a Stargate you would have to predict your Dropout Location to end your hyperjump by yourself by Setting Course with a interstellar map to the star System you want to jump to and then charge your hyperdrive with the exact amount of Energy needed to end your jump perfectly (i personally would recommend to make the predictions as complicated as flying a plane in real life so traveling with star bases is even more necessary for new and Players that are not that hard into astro Physics and working at nasa ) - if your predictions for your Destination Course were wrong you can crash into objects like asteroids, planets or stars with a Velocity thats over 5000 times the Speed of light (for those woh dont believe that this Velocity actually is measurable thats About the Speed you Need to get over 1 light year in About 2 Hours) which will make you and your ship quikly disappear aswell as the functionality of your GPU (if your pc has the Minimum System requiremnts) so Jumping freely around is not just expensive but also incredibly risky I think by making free jumps to other star Systems possible without being completely Bound to fixed star gates, under the conditions labeled above, the game would have more for Senior Players and giving the posibillity to create new branches of skills for Players and for example even Opening new Job branches for organizations(because now they Need learned hyperdrive Navigators to make insterstellar travel without an existing starbase, which would be a very good Option for smaller organizations that cant afford an expensive, giant, shiny new starbase with a brandnew Stargate. That would also push Overall economy by improving the Need for People doing well in Maths and Physics. I hope that you can follow my thaughts well, especially NQ! :):):)
  2. Long have we waited, and longer still shall we continue to wait. My friends, in this chaotic world we find ourselves in on Alioth there are no empires or factions left standing. Due to certain events it seems that no force is capable of establishing itself as the leading directive over us humans. And as such, there will be no NPC factions for us to join as you would in E.VE. So all these independent guilds of any style, little corporations to giant factions, are going to be using market nodes. It hasn't been well defined how a market node will work exactly, if they are going to be regional, who decides the regions, if they just have a sphere of influence that makes some some sense but not entirely, for instance can multiple Market Units be placed inside of each others sphere of influence. Will the market units communicate with each other prices, is that something players could link together if the Market Unit owners are friendly. And on the Note of the market units, how could players from a different guild peacefully go and buy something from some other guild without just being blown up on sight for being an unknown. I'd like to merge the ideas of E.VE and SW.G, with a reputation similar to the first, and a status declaration system similar to the second. Leaving it to guilds to decide what a good reputation is, or even adjusting it by regions or specific Territory Units. Naturally pirates wouldn't care to obey the laws, but they'll also have to establish their own networks and way to get to any said system, Rogue Gates essentially. Anyhow, allowing guilds to establish these settings, they can have tags automatically apply to players to come through their stargates. Just for instance, you are this trader and you fly up to this other guilds Stargate and it asks you: 1.) Do you want to purchase faction reputation 2.) Turn in faction tokens for reputation 3.) Use gate (requires X reputation level) So you go through the gate and are automatically declared a non-hostile player by whomever administrated that gate, because they have it setup to do so. Now that you have this non-hostile tag (akin to being a On-Leave player in SW.G) you can't be attacked by players unless you commit some sort of crime. Now you are free to join up and do missions from their terminals. Use their market units without fear of being murdered. etc. By allowing players guild to use this variable that could be adjusted by region, or TU, and thus creating the allusion of Security Ratings throughout player empires. (Stargate) <Any Player> <action (use)> <requirement> <reputation> <greater than or equal to (+-0,1,2,3,4,5,6,7,8,9,10)> A major benefit would be that Factions can organize the construction of the expensive stargates, and it grants access to a shared network. The bonus of a Faction, or a Nation / Empire running the networks over just independent guilds, is the comfort of knowing there is a standard and uniform central authority running the gate networks. Not just some pirate group running a gate that's free on one side, and then charges a toll to go back. ------ An idea for distributing guild tokens -Guilds be able to create a blanket tag for <Any Player> <Kill> <Target> <With> <Reputation> <Below> <Amount (+-1,2,3,4,5,6,7,8,9,10)> <Receives> <Item (Guild Token)> <By Mail> ------- It would be really nice to have some real information on just how guilds are going to be able to function. Do you intend to create a graphical user interface to easily manage the relations, hierarchy, legates, tags, and options of guilds. Will we really be able to use the tags and RDMS to create a guild that work akin to a Nation. Is it too early for NovaQuark to provide an Alpha example of the options in the RDMS, and if tags will be player made or chosen from a list of premade ones? Some of the things that are important to making these systems work, as I believe it, is to allow players to assemble all the building blocks themselves. Having no limit on the number of guilds and players in an organisation. And creating a mix of the RDMS and Tags that allows players to assemble virtually any link they can come up with. Before we players are able to finalize our ideas on what, might or might not be possible though. We need to know about those Tags. If you are going to create the list of tags then can a NQ post be made on the options players would like to see in the RDMS and Tags.
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