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Alpha

Found 4 results

  1. Ive thought about how players can identify ships in a vast dark space and i was browsing some forums and saw this idea engines will release trails of smoke(could be some chemical cloud) in space or non-atmo planet/moons this would make cargo trucking more safer as you can see if there are trails of smoke/chemical-gas around the area ps. if you want you can even make it cosmetic as in players buy different colors for their trails of smoke and their could be a stealth part which you can make/buy to add to your engine so it releases no trails
  2. I understand that in space you can design a ship like a can opener and it will fly. But if you build on planets will it have to be aerodynamic?
  3. What will the flight model be in space? Airplanes and/or submarines in space (the most common way games do it)? Six degrees of freedom with no friction (the way space really works)? Something in between (like Star Citizen)? I'm thinking about this from a design point of view. It drastically changes what will work for a spaceship. Also, will ships have artificial gravity on board? Will we need an element to implement that?
  4. After beeing stunned by last presentation video there are still some little gameplay details that bother. The planets atmosphere thickness is for me (at the present moment of the demonstrations) a lot too thin, and seeing mountains top reaching the space, or a ship quiting the surface of a planet in 10 seconds, breaks the height realism and the inimaginable infinity of the voide. I "personnally" think the atmosphere thickness is a very exiting moment when you get through it, from both sides Either from a planet where you switch from the palpable to the intangible Or from that little cockpit in what we could have spend weeks without seeing a moskito, to the real ground and its beauty, with that moment where your ship is shacking as hell and flames blinding you. For now, impatiently waiting how this experience will be dealt with
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