Viable large ships have been a dream of mine ever since SB development started. I'm not giving up on them, but admittedly there are certain challenges. I don't want to create a situation where multi-crew is required nor a situation where single seat fighters are obsolete, so large ships need a...
I must say I didn't read it all, but what I understood the SSC is the issue. I'd like to offer alternative perspective.
SSC currently hoards most of the the dozen players, as it's the only well-done part of Starbase. However, those who use it, are truly hardcore players - a regular space MMO...
What's easy with PTU: shutting it down when it's not needed. Other solutions would take time away from the actual development.
Upcoming features are near impossible to test feasibly without even larger cheat buttons than what PTU now has.
This is a mixed bag for us, but at least some form of station upkeep and limiting station/cap inventories is something we're committed to.
The repairing and such, while I agree the idea behind it, is very HC approach, and I think we need to find some other angle to tackle the problem. I...
We've been discussing this a lot, and here's some of the challenges/thoughts we have encountered so far:
Having permanent, fixed factions would be overkill, counter-intuitive for end-game purposes (player companies as factions), and includes a lot of work
Using "just" dev companies or...
Great points, and lucky for us, I think we can fix most if not everything listed here. To summarize my understanding of what we should do:
Allow stealing/change of ownership outside safe zones. However, this needs some ruleset and also includes option for additional gameplay, for which I need...
It's a great point, and we had plans to enable this but the dev halt unfortunately ment halting even easy fixes.
As it's rather easy fix, we'll do it certainly.
From development perspective, there's a lot of siege features coming which could be used in this:
Destruction for the fun and tactics. We have the tech, and there's also coming support for auto-repair (with resources on player stations). This would mean that for the event station the repair...
My latest answer was a general clarification to all of the discussion in this thread and to various other threads. I did answer to your suggestions specifically earlier, which was very different in it's contents and included some speculation how the suggestion could be possible.
Now, to...
A few notes from our perspective:
Traditional NPC's are widely used for a reason
All the points made in this threat in favor for traditional NPC's are valid and verified in every other game. It's not that we disagree with this, but instead that we want to achieve more depth, and we have a...
I think there is a theoretical many people wins -spot in AI's: Source ships and possibly route/function design to players, and we would focus on the required AI functionalities and tech side. But like always, anything like this would require huge amounts of development from our side as well...
We'll reconfigure the Eos belt hotspots at some point, since current ones are so light that most people do not know they even exist. There's also coming even more obvious and dense hotspots, the mega asteroids. These indeed work pretty well together with exploration mechanics.
New challenges...
Moon mining will indeed be interesting, as everything on the moon turns into resources. The regular moon surface is usually valkite, and then there's veins all around. Especially large base/infrastructure projects should be easier to do due to the abundance of valkite (and in some cases other...
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