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  1. YakkoForever

    Aiming Down Sight (ADS)

    watch the 15 minutes of uncut game play that Vesus posted. it shows ADS.
  2. YakkoForever

    Piracy and Thievery

    I understand the desire to PvP, to fight other ships, and to see cool explosions. But my question is do you enjoy fighting without a challenge? By no means I am I saying war needs to be fair, but peace should be fair to some degree. If the game devolves into piracy being the only PvP the game...
  3. YakkoForever

    What kinds of ships are you going to be building?

    Engines must be outside right now (they destroy things that are behind them) and that helps a little bit. the box meta might appear but we will see. Devs and we should not waste time and energy worrying about some meta thing that might never appear.
  4. YakkoForever

    Forum suggestions? Post it to this thread!

    The like option is good for quickly communicating your agreement. The dislike command is silly IMO. if you have a problem with their posts or opinion give them a reason why. the 120 second feels fine to me, I have yet to encounter any issue with it.
  5. YakkoForever

    Dev Question - What, Exactly, does "Safe Zone" Mean?

    thanks, for sharing those. I hope a dev reads them and recognize the problem.
  6. YakkoForever

    Dev Question - What, Exactly, does "Safe Zone" Mean?

    CalenLoki could you lighten us to those loop holes? in safe zones you cannot attack. further yeah you can switch to military at any time but if you can do that then why would then have ships set to military for you to attack? maybe you are referring to swapping rapidly between civilian and...
  7. YakkoForever

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    so your point is that my example was bad? no it was not. it was a clear example of a error someone might make. there is no loss when building, you can just recycle everything. This is not EVE. the parts are not useless they can be reused. yes, while combat testing a ship you might lose the...
  8. YakkoForever

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    I am curious how did you get the 30% number its like you don't understand how forgiving ship building in this game is. using the example of a reactor in the wrong place. all you need to do is unbolt some parts then move them to the new location. then you just bolt them down and rewire. is that...
  9. YakkoForever

    Social Tools

    Name tags vs no name tags no that is the question. I can understand why people don't want name tags. some people think name tags look silly. Other people think they prevent stealthy and spy like gameplay. both of these arguments are somewhat valid. I personally give the latter argument more...
  10. YakkoForever

    Tutorials and overcrowded start zones

    The new player experience is critical to game success. often game similar to SB fail at this resulting in having poor launches. There are 4 major problems that I would attribute to these unhappy launches. the first issue it lag and high population density. the second issue is grind heavy starts...
  11. YakkoForever

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    A) Say you enjoy playing with other people. you have good time popping in to station next door and having a quick chat. And that you enjoy designing ships. now you want to design, build, and test ship but requires resources so you gather resources and after hours of work you get the resources...
  12. YakkoForever

    Mobile Stations

    stations cannot move. the reason stations can be so big is because they cannot move. it is a physics calculation issue. a ship that is maybe 500 meters long is a major physic issue can you imagine how hard everything would crash if it was 5km^3. objects that cannot move are very easy to do...
  13. YakkoForever

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    If players want a single player sandbox experience there are plenty of other games on the market that do just that. If someone is looking for a single player physics experience I recommend Space engineers, Besieged, ksp, BeamNG.drive, and numerous others. peopel are here because the MMO aspect...
  14. YakkoForever

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    scarcity of a service creates value in that service. If everyone can easily and at no cost test their ship designs there will be no scarcity of services. what is the value in being a ship designer when everyone is a ship designer? what separates a good designer from a poor one is not the...
  15. YakkoForever

    Social Tools

    When EA comes out there should a way of inviting people to your guild, players excepting or refusing invites, and a guild members list. Multilevel structures and permissions are important to guilds long term. being able to have your trusted members act as administrators is useful. also having...
  16. YakkoForever

    How do you want warp gates/FTL to work?

    Personally I am a fan of warp gates only. you can already move pretty fast without the gates. Obviously, the warp gates would be very expensive to build. also I think the gates should knock down the safe zone of the launching station for like 30 minutes that way there is some cool gameplay...
  17. YakkoForever

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    I feel that having ship designer jobs is escaping the bounds of what these job are for. These jobs should fill the role of training the player IMO. Also there are alliance built around ship design and selling those ships are you just going to make a job that replaces them? My suggestion is...
  18. YakkoForever

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    I would add to this discussion the concept that players should not be designing their very first ship they fly. most players should start by building/buying a generic ship. by the time a player starts to design and build their own ships they should know all the basic parts a ship need to work...
  19. YakkoForever

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    players will optimize the fun out of the game. I cannot emphasize this enough. if the most efficient way to design ships is to play offline then port them online then people will do it. I like the compromise idea of a testing bay where you can make sure your ship can fly and that you can...
  20. YakkoForever

    How would you like to see cosmetics be implemented into Starbase? And how do you feel about micro transactions?

    Personally, I am a huge fan of cosmetic Micro-transactions. They support the game and keep it going long after the single purchase model could. I really enjoy seen a game I enjoy getting update that gives me reason to go back and play it again. Games only get updates when they are making money...
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