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Messages - BeLugh

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1
Development discussion / Re: CryoFall - Closed Alpha Test Applications
« on: January 11, 2017, 10:54:55 am »
Thanks for the invitation Lurler ;)

Location: Germany, near Duesseldorf

Hardware and OS - Windows 7 SP 1 64bit, GTX 970, i7 920, 12GB RAM, 250GB SSD
Internet connection: DSL, 150 Mbps, 4 Mbps, also got a fast VPN if its interesting to manually increase ping a bit

How much time can you dedicate: 4-20 hours per week at evenings and weekend. Timezone: GMT+1

2
News and Updates / Re: We are in top 100 on Steam Greenlight!
« on: August 25, 2014, 10:27:17 pm »
The first goal was to get in the top 100 ;) The second one is to be greenlit!

3
News and Updates / Re: We are in top 100 on Steam Greenlight!
« on: August 25, 2014, 03:52:54 am »
Congratulations!!!!

Finally we reached this goal.
The rest is just a matter of time and good development of the game!

4
Bug reports / Re: System map bug
« on: August 21, 2014, 12:41:58 am »
For nav markers, please make it possible to set 2 nav points. For mining you need one for the asteroid and one for the station. I was going to implement soemthing like this already for last station used and last asteroid used.

5
Game discussion / Re: Supermassive Capital Ships (My Wet Dream)
« on: August 20, 2014, 10:27:12 am »
It would be no problem to add supportive ships, boosters, devices and a supportive skilltree
You could aid by temporarily giving them a damage/shield boost. You can heal them or even make them invisible (if this is possible)
Supporting other players and npc would grant xp (and some money, but getting a nice reason how they get money is a little bit difficult. Maybe a humanitary organisation pays them? Or an alliance of rich merchants?)


But when you have a supporter already you can see missiles+mines (like archer type)
->Energy weapons would be similar to mage, but needs special devices with special abilities as well to be cool . And he needs to use up a lot more energy and get higher energy generation
->Melee would be ships with high armor and structure going to be on close combat collision/short range flamethrower/shotgun like weapons
->there is already a class for sneaking and having a high maneuverability, but you do not get a benefit in damage so far.
----->passive evasion could be implemented instead of strafing to improve assassins (and the emp we all were talking about)

6
Game discussion / Re: Supermassive Capital Ships (My Wet Dream)
« on: August 19, 2014, 02:06:09 pm »
I was thinking that the capital ship should be equipped with that laser.
If it is possible for ai-controlled drones.... then we already have repair drones including the animation ;)

7
Game discussion / Re: Supermassive Capital Ships (My Wet Dream)
« on: August 19, 2014, 01:16:52 pm »
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A mix of both boosters and devices makes the most sense to me, have some passive abilities and some active abilities.
So we could have boosters that give the effects mentioned? Like the passive hull repair for the Dominator.

Yes we can definitely have it (I just did not check if you can check which boosters are equipped or if we need a new function for getting the xml_id of the equipped boosters)

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Is it possible to make a device act like the weapon you described? Where it spawns a drone that fires missiles before kamikazing?
You could do it like this, but for carriers i suggest using devices for commands

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Something like that could work with the above system....could you like....have a device called "Repair Drone"
which does like... a 1% heal every second for 60 seconds?
Then has to cool down for a minute or something?
I would like to have them differ from consumables in some way, besides the fact that they have infinite uses.
Hmm....would it be possible to have it as a targetable device?
For instance....target another ship, activate the repair drone and repair them instead of yourself?
That would make sense considering it's a drone and would make it more useful than a simple consumable.

This is no problem, it is easy to do

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That'd be perfect if it could be combined with the repair drones.
Launch your attack ships and then use repair drones to keep their health up.
Making the Carrier a very "supportive" unit....whereas the others are more offensive.
Even when you use up all device slots i guess its possible to use a laser with negative damage for healing (to improve support ability of the carrier)


8
Game discussion / Re: What's your favorite ship and why?
« on: August 19, 2014, 12:34:40 pm »
You will need to wait for later versions of miners heaven :D this week i got no time for modding, but in a few months you will be able to play that ship, just wait ;)

9
Game discussion / Re: Supermassive Capital Ships (My Wet Dream)
« on: August 19, 2014, 12:31:27 pm »
I didn't tinker with boosters yet.

For devices you can definitely implement a heal. But i am not sure if you can make it a heal over time which looks smooth.
But it is no problem at all to make it heal for example 20% of max structure(hp) and add a cooldown (like 15 seconds) on it.
A device with heal over time is possible as well (but i did not tinker with the timemultiplier yet), but devices always need to be activated.
For boosters you can for example modify calcucateship.js to check whether you have one or several of those boosters equipped and then add a heal
(In calculateship not just all effects but also fuel usage is written in. So it would be executed as often as fuel gets calculated and everything else)

Bigger problem would be to have a nice animation for repair drones repairing your ship! :)

For offensive drones i was thinking about carriers already. Having a squadron with others assisting you would be easier. When you have a carrier they need to dock and accept orders
For example devices are used to give orders: attack, move, mine, dock on carrier, follow me
The carrier could have 1 missiletype weapon. When fired it starts one fighter, it would have like 3 sec cd as they cant start at the same time. When one of them docks, ammo gets refilled. The fighters would needed to be saved in a n array (or structure array to store if they are docked ->repair), saving at least the hp of the fighter. When one is dead he cant dock on ship->no refilled ammo until you dock on a station
devices for attack move and mine will have a target (like mining lasers) follow and dock are just usable like consumables

When you know how to and when you are able to mod the gui somehow you can implement nearly everything which can be realized by a space view-from-top game

10
Game discussion / Re: Steam greenlight
« on: August 19, 2014, 03:41:08 am »
I guess also some nice videos on youtube will do!
Maybe we can even ask youtubers to make a vid of void expanse testing it. But if you get someone who does not like it, it would even make it worse.

11
Modding info / Re: Modding UIs
« on: August 18, 2014, 09:48:57 am »
When we are already talking about scanning crates... Even when this gets a little bit off topic.... When a player is killed ... As he loses all his inventory. Is it stored in a crate at that position so either other players can loot it (pvp) or a player is able to get hsi stuff back when he is able to find it again (pve)
This would also improve party play as your comrade can collect the stuff you lost to give it back to you ;)
But on the other side it increases pvp extremely on a pvp server (There should  be a level restriciton for battles or safe zones)
Or will servers always be pve now?
PVP and PVE would need different types of special ui that could be useful!

PVP:
scanning other ships seeign their current values (weapon strength, armor, hp etc... You coudl even calculate it so it would show:

Offense: 500Dps (Laser + missiles)
Defense: a value which contains hull, armor, shield, shield regen together in 1 number
Mobility: acceleration,speed, maneuverability, cruising calculated again as one value

Squad UI (hiring npcs to fight with/for you maybe?)
UI to see energy level of targeted ship, see how logn it takes until its shield raises
having a very high skilled ship: being able to set a target with ui (generator, boosters, weapons to disable it for a few seconds) (FTL)

PVE:
Trading with other players (preferable at stations to be safe for pirateS)
Scanning stations for goods (trading goods)
auto-pilot (Define location where to travel to on ui)
scanning systems for artifacts/creates
finding other players to form a group
party ui (including follow party member)
crafting ui
life-support-system ui
carrier ui (being a carrier sending out other ships with ui. ui needed for orders (mine, attack, patrol etc)
ui for crewmembers (available from heavy cruiser and upwards) (crewmembers would give a certain bonus to a specific part of the ship, e.g. generator, they gain in experience (FTL))


12
Modding info / Re: Modding UIs
« on: August 18, 2014, 08:26:17 am »
The feature i am planning for ui is not new. Collecting information of a station before docking is included in all parts of the x seriesfrom egosoft. but there you have to select a station and use your device on it. as you are top down this does not make sense, you will just grt information of all stations directly.

player to player trading is nice. but this should definitely be included in the game itself and not modded otherwise it would be no real mmo.

but trading at a station with another player is already enough. it does not need to be ship to ship

13
Mods / Re: Miners Heaven V0.0.1 available
« on: August 18, 2014, 03:59:55 am »
Hahaha i can try to get that work :)
It won't be that easy but will definitely be fun (even when you would not use tnt in space i guess as you could not collect the minerals anymroe at all then)
But it could be something similar which still gives explosion animations and higher yield ;)

14
Mods / Re: Miners Heaven V0.0.1 available
« on: August 18, 2014, 03:46:50 am »
Thanks :)

That is a great idea, i wanted to add some quests lateron anyway and your idea fits best to fill it! It could even be a mining campain to have an alternate ending.
About crafting i had some ideas yet, but only for really basic stuff. But quests could really be used to implement an indirect crafing system.

Adding a workshop on several stations which are accessible like the terminal having quests to offer which represent a crafting recipe.
Additionally you could have a campaign at the terminals contacting people from companies that require certain amount of minerals. Going this way it would even be possible to implement those companies as factions where you gain reputation (relation) until you get higher level quests.

For example:
-First company sometimes grants you access to special (better) crafting recipes
-second one gifts you experimental mining lasers
-third one just pays off in money and experience (but significantly more)

Second example:
Better relation to a company->better devices
-one company could go for energy saving lasers
-second one has better extraction rates
-third one offers mining laser which could also be used in a military way
-...etc

15
Bug reports / Re: Skill Points
« on: August 18, 2014, 12:42:33 am »
In that case, can you please check xp for level ups needed if there is something strange?
When this one is fine as well, leveling is sometimes just faster than it feels to.

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