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GrimJahk

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Posts posted by GrimJahk

  1. Maybe instead of having folders/categories for this stuff, a tagging system can be used? Tags could be as basic as locked (prevent sell/drop) and mark as junk (allows for functionality to auto sell/research later down the line). Accessing these could be as simple as ctrl+left click to lock, alt+left click to mark as junk.

     

    This doesn't solve the problem of new parts not being visible, but many examples of ways to highlight new gear probably exist out there. Just slapping a NEW textbox over parts until you hover over them is good enough.

     

    The difference between the two is exactly one User Interface. Being able to separate out units is, in essence, tagging them and showing all the tags together.

     

    When you have 10-15 interesting turrets, and 256 turrets that you collected in the last two hours of farming, along with 300 or so that you will either research fodder, or vendor fodder... now you have close to 600 turrets in one screen, upwards of 200 that you want to dump at a merchant... when you get to that merchant, wouldn't it be nice to not have to read the notes on each turret? Jost open the "folder" that contains all the stuff you already decided to sell and rapid dump.

     

    Efficiency in materials is a huge time sink in MMORPG. Just like paperwork in corporate america. Every time you handle a piece of paper it costs you... Time. (and therefore money) The less time you waste, the more you can accomplish.

     

    1) Pick it up (Look at it in the NEW folder)

    2) Solve it or prioritize it (Use it or file it: Keep, Sell, Research)

    3) Not handle it again UNTIL the appropriate time (Once you have it in a folder, no need to look it over repeatedly, just ignore it until ready)

     

    Now, to add in what you suggested...

     

    1) Look at it in the NEW folder

    2) Shift+left click (file/tag to keep)

    3) Control+left click (file/tag to interesting)

    4) Alt+left click (file/tag to vendor/trash)

     

    On the (I)nventory page add a sort feature by Disposition

    On the shi(P) screen, modules page Hide Trash

    On the (B)uild screen, show only Keep

     

    And the key value to all of this is that it is negligibly impactful on the code in place, adding a single field to the database, change or create a few interfaces... and it's done. Minimal DEV time, universal value (significant decrease in inventory management), NO change to the core mechanics of the game AND universally applicable to future Loot/design handling.

     

    What do you think of that?

     

     

     

  2. Honestly? Probably not going to get much traction.

     

    Intended as an RPG, making the map suddenly smaller means you get to the boss fights well before you have leveled up... Or making the map larger, just means that you have to grind through a lot of extra space just to get where you are going...

     

    It's already possible for a new player to be in/near the middle of the map in a hurry, utilizing the existing non-aggressive nature of the game to swim deeper and deeper.

  3. Make up your mind Martin.

     

    Either the turret is mounted on the ship in a way that it can aim (gears and physical mounts) or it is free floating in space and immune to the ships movement... you CANNOT have both... If the turret is connected and can aim, it can track a moving target... If it is NOT connected and stays pointing in the same direction when a ship turns... it lacks the Newtonian ability to aim itself at a moving target...

     

    The turret is attached to the ship, the gun is not.

     

     

    Just wow.  This logic means the steering Wheel in your car is not connected to the car, just to the steering column...

     

     

    It's attached to a joint that rotates on the x axis, which itself is attached to another joint that rotates on the z axis, which this one is attached to the base which is attached to the ship, which then becomes the base as both the turret's base and the ship now form a single object with regard to motion. These joints allow independent motion of the gun. Inertia would keep the gun pointed where it's at no matter what the ship did.

     

     

    Again, then how does the gun aim if it has NO anchor to leverage from?

     

     

     

    Unless acted upon by external forces, i.e. motors, gears, rails, etc. These forces are what cause the gun to change its orientation, not the ship's motion. Ship's motion can only cause the gun to change its position, unless the ship's motion is far enough to bring the gun to its stops, then the gun follows ship's motion according but only at that point does it do so. When the gun is not even close to its stops, there's nothing (except friction) to cause the gun to change its orientation,

     

     

    Exactly, it can't aim

     

     

    unless the control mechanisms are designed to turn it with the ship for some reason. Is this what's happening, the gun is intentionally misaligned by its control mechanisms when the ship turns so that it must re-align with its current target? Is that what happens with an M1 tank? I don't think so, do you?

     

    You have tossed out logic a while back, Whatever the M1A1 does it does it Badass..  and it does it with engineering not "inertia"

     

     

     

  4. To understand inertia, there's a few simple experiments you can do yourself. Fill a glass with water, put an object that floats - an ice cube will do the trick - on top of the water. Now turn the glass on its axis. See that the object maintains its orientation as you spin the glass. This is due to inertia - "continues in its existing state of rest or uniform motion in a straight line, unless that state is changed by an external force." In this case, the object's state is "at rest", and it will continue to remain at rest, pointed in the same direction in spite of the glass spinning under it. In order for the object to spin with the glass, it would have to be fixed to the glass, with some thread or something. Then, the external forces would be those threads that maintain the object fixed to the glass, and when you spin the glass, both the glass and the object would spin together. Or, put an ice cube on a plate, then move the plate around. The ice cube will stay in place, as the plate moves under it. The ice cube will maintain its orientation as well. This is best when you let the ice cube melt a little, so there's some water to act as lubricant between the ice cube and the plate.

     

    <snip>

     

     

    There is a HUGE flaw in your argument here... Gravity and self determination. While you are correct that the Ice cube will float in water and maintain the Yaw, if you lift the glass on the Z axis, the Ice cube will still move... The Ice cube is still fixed in place to the glass through gravity and its position in space is determined by that bond...

     

    Yes, that is a half argument... but there is more... that Ice cube has no way to to Aim itself without a physical (newtonian) bond to a structure to change its Pitch and Yaw. As soon as you add that force, the ability to aim itself... It's orientation is bound to the orientation of the master object.

     

    Even if you engineer some sort of antigrav forcefield that maintains perfect a weightless state within the hull of the ship, attempting to create an aiming/targeting system that relies purely on it's own internal thruster system, you'd end up with something that is nowhere near as efficient or accurate. Physical orientation is far more precise and efficient. Just compare the brakes on your car to retro thrusters... Units that are physically connected also have the advantage of communication and collaboration, An M1A1-Abrahms can destroy 6 different targets in under 15 seconds while on the move over heavy and varying terrain, because the onboard computer can pass the telemetry of the hull to the turret.

  5. Family fight was not intended as more than an anecdotal comparison, 10KM was arbitrary, as some ships are slow enough that being 20-30 KM away means they CAN'T join the fight before something dies... and not intending a leave the country just because there is a fight in the countryside.. but whatevah... something that builds on the faction system in any way makes sense for me... and something that punishes for scavenging during fights would be nice.

     

    NOW, that being said... the different factions have different traits as well... if you sit Idly by while a "neutral" faction with "Suspicious" or "Aggressive" trait is losing ships... you take a bigger hit than same scenario of a faction with "forgiving" as a trait...

     

    Again, just use the features already in place to their max potential and make the game more immersive.

  6.  

    I can see how taking a faction hit would appropriate IF you are part of that faction, but for a friendly neutral party? Just no... why force combat?

    As i said: what happens if you are friendly to both factions?

     

    Maybe there can be a system where you sign up to be part of the faction... some sort of hired mercenary? It could open up to a few different missions you could run to further your factions wellbeeing.

    Or sth like the salvaging stations? You can buy a salvaging permit at any station / military ship and go nuts on wrecks. But w/o that you take the normal standings hit.

     

    Have you EVER been in a room where two family members are fighting? If you don't take one of their sides, they both think you took the other side... (oversimplification, but I think you see my point)

     

    Again, I'm not forcing combat, I forcing you to make a decision, stay in proximity and risk a faction hit, or make distance and an EFFORT to control your standing.

     

    Really this is not all that different than if you are mining in a (relatively) empty space and Pirates warp in... you either fight them or leave... you can't ignore them... Only I am making this faction standing specific... I'm suggesting that you either get involved, or move your butt 20KM away while it resolves itself...

     

    JUST like the above scenario where two family members are fighting, you either get involved or leave the room (if you are smart)

     

    FORCING combat, would be where the faction that has the lower standing with you automatically assumes you are fighting for the other side and opens fire on you...

     

    This is an immersion thing... Actions, or lack thereof, have consequences. The system is already in place to add this with minimal effort, and will add much flavor to the game.

     

  7. I'm not suggesting Forcing anything, What I am suggesting is that: Since there is a faction system, your actions should matter. If you get involved, significant bump, if you stay out, MINOR hit. You have either proved you are a friend, or shown that you don't want to be involved. (neither friend or enemy) but if you watch a ship of a "Friend" get blown out of the sky, then fly up to it in the middle of the fight and salvage that ship... that is outright disrespectful.. and you SHOULD take a faction hit for it. Salvage the Pirate ship that they just destroyed... no hit no bump.

     

    I get your point but please consider the unarmed mining ship operating in a dense asteroid field. Faction battle between 2 the ship is friendly with erupts around it. Is the ship supposed to take a faction hit with both for not getting involved?

     

    What if it has one low tech turret and no shields and the ships fighting are all Frigates or better? Is the ship supposed to leave the mining it was doing and fight?

     

    I'm not sure if you remember, but I did specifically state that if you were within 10KM... but the specifics are less critical to the intent... if there is a battle... and you don't want to take a hit or help, you get out of the way... Just like the real world... you don't just sit there and ignore it...

     

    If mining that asteroid is more important than your faction standing... then by all means, stay focused on the asteroid.. if your standing is more important... either move out of range for 5 minutes for the fight to finish, or mine a different 'roid.

     

    This is not game breaking, its intent is to have you accountable to your faction standings.

  8. There are reasons to not automatically do a full material upgrade... later stages of the game you have access to materials that are capable of the upgrade but actually provide no benefit..

     

    Ogonite for example is very dense... horrible for computers and other functions and will make your ship VERY heavy... more HP true... but now it will handle like an Iceberg... you want to be able to change out specific types of blocks... Ogonite makes great armor and lousy shields, Trinium is amazingly sturdy and light you want your generators and Integrity fields made of this stuff...

  9. Sandbox != Petting Zoo

     

    To expand on my position about taking a faction hit for scavenging/war profiteering... you take a small hit... you would have to watch ~30 ships die in close proximity to drop a full standing level... Should also take a hit for scavenging a friendly ship (timer involved?

     

    I understand it's not a petting zoo, but I still see your suggestion as forcing war involvement. I could live with it but I'd rather not have to and given the choice I'd rather nothing drop and the wrecks cause faction hit when salvaged over taking faction hits just for being in the immediate area and not fighting.

     

    I'm not suggesting Forcing anything, What I am suggesting is that: Since there is a faction system, your actions should matter. If you get involved, significant bump, if you stay out, MINOR hit. You have either proved you are a friend, or shown that you don't want to be involved. (neither friend or enemy) but if you watch a ship of a "Friend" get blown out of the sky, then fly up to it in the middle of the fight and salvage that ship... that is outright disrespectful.. and you SHOULD take a faction hit for it. Salvage the Pirate ship that they just destroyed... no hit no bump.

  10. Sandbox != Petting Zoo

     

    To expand on my position about taking a faction hit for scavenging/war profiteering... you take a small hit... you would have to watch ~30 ships die in close proximity to drop a full standing level... Should also take a hit for scavenging a friendly ship (timer involved?)

     

    Sandbox game it is. But currently, other than pirates, You can get to the final areas without danger.

     

    Minecraft is a sandbox game too, but everything wants you dead there...

     

  11. Actually I have a few... but lets start with the obvious one.

     

    I'M PAYING WAGES TO THESE PEOPLE!!! (some are even Professionals????)

     

    Turrets are not prioritizing targets based on range. If a turret locks on a target, and that turret has a range of 1KM. It should disengage the moment that target is out of range and look for a new target.

     

    Turrets that have a locked target that is out of ARC (hull is in the way) should disengage and look for a new target.

     

    Situational targeting? Not a clue in the world how that works or what it's even in the game... can someone clue me in?

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