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Messages - Ophidios

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General Discussions / Re: What have you, do you play
« on: May 16, 2014, 07:09:42 pm »
I play a crapton of Dwarf Fortress.  Started flirting with StarSector (not too impressed), but I mostly bounce between DF, Starbound, Minecraft, and have been slamming some Dynasty Warriors 8: Xtreme Legends.

Game discussion / Re: More first impressions (warning: incoming tl;dr)
« on: April 29, 2014, 11:46:28 am »
Roger that - I'll keep tinkering with it in my spare time, then.

Game discussion / Re: What does "d" stands for in prices in VE?
« on: April 29, 2014, 11:45:39 am »
Typical Amero-centric view, but I just saw it as a placeholder that was short for "dollars".  I assumed there would be a more thematic currency down the road as the game developed.

Game discussion / Re: What mods would you like to see?
« on: April 28, 2014, 06:50:18 am »
But the difference here is that getting factions and quests running is Atomic Torch's job.

Mods come from the community.

I don't see how the two conflict with one another.

Game discussion / Re: More first impressions (warning: incoming tl;dr)
« on: April 28, 2014, 06:49:00 am »
2. Conversation system - of course, all dialogs need editing. That's probably because we're not native english-speakers.
But we have good news - we've found an english-speaking editor, and, probably, very soon all dialogs will be much better =)

Well poo, I had already started putting together a mod with all English dialog corrected and clarified.  Guess I'll put that on the shelf, ha ha.

Ideas and suggestions / Big list of ideas
« on: April 11, 2014, 11:44:57 am »
So, I avoided initially posting a big list of ideas, because I first wanted to have the capability to play the game extensively.  Also, I know there's probably a great deal of planned capability coming down the pipe.

After spending some time thinking about it, this is the list of features that I personally would really dig.  Some have been mentioned in other threads, or even by other posters, but this is pretty much my own personal wish list.

  • Simulated Economy/Logistics - It would be really great if, instead of random merchants floating around, that items and functions had purpose.  For example, instead of a station just selling parts that come from thin air, that there be manufacturing stations.  These manufacturing stations are build with a purpose (Such as a Mining Complex that manufactures mining devices, or a Ballistics Factory that manufactures ballistic weaponry).  These items are only manufactured from a supply of minerals, instead of just being generated at 'x' rate.  The minerals it receives come from mining ships (or players who sell minerals direct to the plants).  So the flow would be player or NPC ships mine for minerals, sell them to stations, who use them to manufacture goods, which are bought from the manufacturers at a price based on volume/supply, and are then sold to a station.  When a player docks at a public station, there would be an aggregate of items available, which would prevent the need to travel or seek our direct wholesalers, but would obviously cost more.  Stations could then use the income/profits to purchase ships, which could be used to bring in more minerals, defend the base, etc.
  • Police Force - It would be great if each faction had it's own police force.  Players could then obtain a Law Enforcement License from a faction, resulting in a 'bounty hunting' credit to their account for every pirate dispatched in faction space, and a small bump to reputation as well.  That would give players the ability to grind a better relationship with certain factions.
  • Contested Faction Space - Faction space should be fluid, with sectors changing hands depending on faction events.  As the game progresses, the controlled sectors should increase until each sector belongs to one of the factions.  The player could then fly to a sector adjacent to their own faction space, and through some form of military action (certain number of ships destroyed, controlling certain points for 'x' amount of time, or whatever) cause the sector to fall under faction control.
  • Detail Ship Identification - Using the above, it would be great if each ship flying showed which Faction it belongs to and which station it is based out of.  That way, if I decide I want to go rogue and attack mining ships to control the flow of minerals supplying to the Order, I can attack Order freighters based out of mining colonies, or that are supplying to weapons factories, for example.  This would drive up the price of that good in Order space, and I could then make a profit by selling these needed supplies to Order facilities.
  • Player-created stations - Should definitely have the ability to utilize minerals to construct a station.  So if the player wanted to make a manufacturing plant of their own, set base prices, and buy/sell limits, they could.  Or the player could just construct a general purpose station, allowing NPC ships to aggregate merchandise from all over the galaxy, at a minor profit to the player.  The player would also have the ability to construct a home base in a faction sector, giving them the ability to store hulls, items, and minerals to be utilized.
  • Jump Drive technology - The player would have the option to purchase items (and research requisite skills) to use a jump drive to travel to any sector where they have constructed a jump beacon.  This would make it so you could only quick-travel to sectors that you've already visited.  Doing so would consume a number of a particular mineral (or some other consumable item such as energy cells or fuel pellets).
  • Planet exploration - Would definitely like to see some planet exploration capabilities.  As I mentioned in another thread elsewhere, Something along the lines of how planet exploration was done in Star Control 2 would probably be best in the interest of simplicity and ease.  The player ship would require a mineral scanner device, and while flying around on the surface, triggering the device would cause a 'ping' that had a percentage chance of revealing minerals available on the surface of a planet.  Minerals would be classified into different ratings (such as common, uncommon, and rare), and more advanced devices (and requisite skills on the skill tree) would be required to locate or improve the likelihood of discovering rarer elements.
  • Remote ship commands - Player-owned ships could be commanded to do basic AI.  A mining vessel can be set to automate mining in a particular sector.  Or a ship with a full cargo hold can be told to dock at a particular station and sell goods.
  • Remote station communication - Players could (perhaps through the use of a ship device) use the galaxy map to communicate directly with stations previously visited, interacting with them as if they were docked there (minus fuel/repair, obviously).  This would allow the remote purchase and sale of items in station storage, communication with NPCs, etc.

To me, I think VoidExpanse's greatest power would lie in it's ability to simulate an entire universe.  If this is just based upon scripted events and a few linear quests, then despite the enormity of the universe, people's interest will wane.  When I look at games like Minecraft, Dwarf Fortress, or even space games like X3, the reason people dump hundreds or even thousands of hours into them is not necessarily because they are complicated or full of features, but because of the emergent gameplay that is inherently created by a simulated universe.  Design the systems, plan how they work, and let the story tell itself.  Not that quests and storyline shouldn't be included - they should.  But when I look at a game like Freelancer (which was cool, by the way), once the story was over, the universe felt vast and empty.  Sure you could "trade", but there was no real profit in it.  And it didn't feel like doing so built toward anything.  People will spend dozens of hours mining if there's a sense of accomplishment tied to that.  Filling your account with credits doesn't give that feeling.  Constructing a station filled with a fleet of your own manufactured ships and weapons that sweep Xengatarn space clean?  Now you're talking.  If I could spend 40+ hours coloring the entire galaxy map into my faction's control?  Yeah, now we're talking a damn fun game.

Game discussion / Re: GalaxyPedia
« on: April 10, 2014, 06:20:06 am »
Maybe just keep it simple - Codex?

Don't need to give it a clever portmanteau.

Ideas and suggestions / Re: Going further than the next system
« on: April 10, 2014, 06:17:27 am »
Possibly a jump drive module that can be obtained? Attach cost, ship and skill requirements to it, rather than just adding the ability early on to do whatever.

Better yet, possibly the idea of manually deploying a jump beacon allowing the player to use their jump drive to travel to it. This creates a dependency on cost (investing in the device, the beacons, and the skills necessary to use them), and won't deplete from the sense of exploration by only allowing players to jump to locations they've already visited.

Ideas and suggestions / Re: A few things
« on: April 10, 2014, 06:14:44 am »
Bunch of great ideas. I personally would not like mini-games, however. Mini games are rarely, if ever, useful or welcome. For every Triple Triad there's 100 worthless mini games. Looking at X Rebirth and their worthless mini games.

Ideas and suggestions / Re: Soapy opera
« on: April 09, 2014, 12:47:56 pm »
Did you try utilizing space bar to brake the inertia, like I suggested?  It may help a lot.

Ideas and suggestions / Re: Camera behavior
« on: April 09, 2014, 12:47:00 pm »
Gotcha.  Maybe even allow the view distance to be increased by the installation of a ship module?

Ideas and suggestions / Re: Soapy opera
« on: April 09, 2014, 08:08:51 am »
If I may make a recommendation - you have to compete with inertia and physics playing into your ship. You can't typically stop on a dime, turn on point, and thrust in a separate direction. You'd liquefy your crew and rip your hull apart.

Having said that, making clever use of the space bar to hard brake helps make slippery turns much more manageable. It instantly crushes your inertia and allows you to thrust straight in another direction rather than curving slowly in that direction. I recommend trying to lightly tap space bar for a brief moment when you feel the ship starting to slide.

For what it's worth, I like the inertia feeling.

Ideas and suggestions / Re: Camera behavior
« on: April 09, 2014, 08:05:00 am »
Threats, missiles, hostiles, and other players come from 360 degrees. And since we are simulating the experience of being in a ship, ship sensors scan in all directions.

The option to set the camera, maybe, but I'd flat-out hate it if my ship flew at one arbitrary edge of the screen for some reason. I'm my even sure what is gained there.

Not trying to be a jerk about it, just participating in the discussion and offering an alternate perspective.

Modding info / Re: Interesting modding bug - help?
« on: April 08, 2014, 06:39:54 pm »
Very strangely, but instead of changing the file contents, I deleted all the files and manually recreated each file from scratch, and simply copy-pasted the original contents into the files. It worked.



Ideas and suggestions / Re: semi-random events?
« on: April 08, 2014, 01:51:00 pm »
If I may propose, I think rather than scripting random events like this, you'll get far more bang for the buck by merely simulating the operations of a universe and letting emergent things occur on their own.

This works for Dwarf Fortress, and also the X series as well.  I think this would be a far better approach, personally.  Forced eventing limits the capabilities of the universe overall.

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