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Re: Almost 6 years later?

At least Josh is working now on some actual gameplay content with the economy, and not the 10th iteration on how to speed up technical details... To be entirely fair, without a good underlying technical base, there is no way the gameplay can be fast enough to do everything that Limit Theory wants t...

Re: Dying

Why does something have to have consequences to be fun? Playing LT has no consequences, so it can't be fun. We have to implement something that kills you IRL when you die in LT, only then will the game be fun :ghost: Thats a "philosophical" question: Do you have fun when playing a sandbox game in g...

Re: Dying

I don't know what the current plans for death are, but there are several great ideas in the Death in LT thread. Im pretty much on the point ThymineC made in the discussion back then. A save/load system is completely opposite to a respawn/continue system. In the first case, the player can jump back ...

Re: Dying

I would have it just like in Eve: you eject (escape pod/capsule) or respawn in a station nearby. The blown up ship is lost, but maybe it can be repaired later (wreck). I like that same mechanic in Empyrion, where the optimal strategy for the player is not to constantly hit save and reload, but actua...

Re: Random

(lets see if Taiya can track this:) Buy Viagra today for top $$$ to enhance your manlyhood, go to www.manlyltnerds.com I have contacted you because you have inherited 3 million $$$ from a distant relative in Nigeria, we just need you to pay for the accounting fees of $500 . The state of Illinois has...

Re: Yet another random Silver program thing

Yes, this is really nice. And with clusters, you can have those choke-points, that add a lot to the "story" of the topography of the map. I think in Eve they used a similar approach, where they added some long-range connections manually. And having the option to insert long range connections / hyper...

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