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  1. Amos.37

    The Grand United Holy Intergalactic Dovanic Neo Romanic Imperial Ordained Confederation and its Liberated Ducal Realms

    Commonly referred to as the 'Guh-hid-niri-ocle-der.' Free membership to anyone who can coherently say the name with a straight face.
  2. Amos.37

    Not sharing ship blueprint rights

    For me at least, the joy comes from designing a ship, testing it, improving it, etc. Not from making copy after copy to sell. Hence, I'd like to be able to make a design, build it a couple times, improve it, sell it as a blueprint, and then be working on a new design. That's why I'd like some...
  3. Amos.37

    What would you name your ships and why?

    And if we're paying homage to great Sci-fy books/shows (the books are better), Someone has to make a cargo hauler called the 'Weeping Somnambulist.' And an asteroid mining ship called the 'Canterbury.'
  4. Amos.37

    What would you name your ships and why?

    I don't know if it's clever or just lazy, but I usually pick a Latin word around what the ship is designed for.
  5. Amos.37

    Not sharing ship blueprint rights

    This puts me at ease somewhat. I never expected a way to prevent reverse engineering. Heck, I even certain players and companies to specialise in it. But it is good to know that designs can't easily be copied. Still unclear how transferable blueprints themselves will be. Gameplay wise, I'm...
  6. Amos.37

    Not sharing ship blueprint rights

    So do explain, from where will the players that don't want to design there own ships obtain blueprints? Especially when "people would most definitely buy a blueprint simply to avoid having to do all that work on their own, either because they aren't interested in designing ships, or because...
  7. Amos.37

    Not sharing ship blueprint rights

    I get that, that buying a ship or blueprint is about convenience. But that doesn't answer my question. If there is no way to ensure that another player doesn't copy my blueprint and then start selling them, what incentive do I have to sell them at all? I'm not talking about someone...
  8. Amos.37

    Space mines

    Doesn't really matter if it breaks up, the whole point is to hit mines anyway. Not like I'm planning on reusing it! And depends on the size of the field I guess, and what is needed to actually set off a mine. If a sizable chunk of debris is enough, then I'm all set! Although cost may be an...
  9. Amos.37

    Space mines

    I'm just imagining testing said minefield (or clearing it) by building a large panel, sticking some thrusters to it, launching it at the minefield, and sitting back to watch the fireworks. Would be a quick way to clear a path, just follow the debris path from the panel.
  10. Amos.37

    Not sharing ship blueprint rights

    My main concern, whether you see the blueprint as intellectual property or labour, is how do you stop another player from buying your blueprint, and then just selling it themselves? Whether they are claiming the ideas you had or the labour you put in as theirs doesn't matter. What matters is...
  11. Amos.37

    Not sharing ship blueprint rights

    I kinda get where Eranok is coming from. Make it so that any blueprint you design, you have infinite of, but to give it to another player you sell them a one time use item. But then as a player buying a ship, I might as well buy a premade ship rather than a blueprint. I'd suggest making it so a...
  12. Amos.37

    Not sharing ship blueprint rights

    I'm saying that salvage companies might do exactly that, take a ship apart piece by piece, reverse engineering it and then they've got a copy of the blueprint to keep. It would also probably be simpler than it sounds. The only really time consuming part would be copying the wiring and YOLOL...
  13. Amos.37

    Not sharing ship blueprint rights

    Unless there's some sort of anti-plagiarism system and a way for specific players/companies to get a blueprint listed as their own (could be implemented but no official mention of anything like this yet), blueprints are mainly for convenience, as PopeUrban said. I'm sure some players will still...
  14. Amos.37

    A Pirate or Exiles station

    What do players think about stations being made either by pirates (already a few factions planning this sort of thing) or exiles? The idea of exiles really just depends how faction relations work, and whether once a player gets a bad rep, if other factions want to take them in... if the player...
  15. Amos.37

    Weapons economy

    A number of people keep stating that this game is not an RPG, and no, it doesn't have set classes and roles and whatnot, but as a sandbox MMO with industry, economy and player interaction, I feel that most of the potential gameplay will come from people establishing and playing as 'characters.'...
  16. Amos.37

    Weapons economy

    I kind of like this idea. It adds a cost to crafting weapons, making them worth more. It prevents them becoming super common. It adds a cost to death, especially if using uninsured gear. It adds a form of blackmarket. Not what I was thinking, but still. I could see this working. It also doesn't...
  17. Amos.37

    Weapons economy

    I guess if and how any of this gets implemented depends entirely on how safezones work and the availability of weapons. I guess where I'm coming from is that I want a blackmarket to exist, and I want it to actually be risky, like a real blackmarket. A blackmarket can only exist if there are...
  18. Amos.37

    Weapons economy

    I'm going to hazard a guess that you're from the USA? Just a hunch... As far as true sandbox, where you are free to do whatever, isn't that just a 'lawless' station? As in one without any sort of safezone? Isn't a safezone already preventing you from doing as you please? Either way, the end...
  19. Amos.37

    Torpedo Boats

    I meant would be slower than missiles. Don't know if they'll be slower than average ships.
  20. Amos.37

    Torpedo Boats

    They said in the missile feature videos that torpedos would be able to track targets, but would be slower. The role of bombers and torpedo boats are anti-large ships. So whether they would be effective really comes back to whether players will invest in building large, multi-crew ships, or...
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