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Re: Fighters and how to make capital ships feel big, Wake Fi

Because a missile quite deliberately keeps accelerating towards your ship. Bullets will have to be exempt because that would produce some really weird trajectories.. If I understand the effect right, a missile would head towards the ship and enter the wake field. At this point the wake field would ...

Re: Sensors, Scanners, Stealth and A.I. Perception

@Flatfingers @Zero Gravitas We've been discussing the mechanics of interstellar flight here , and have developed the theory that jump technology utilizes wormholes rather than some pure abstract scifi hyperspace concept. These methods would be fundamentally incompatible with the cloaking methodolog...

Re: Shields

I would love to make a difference between different kinds of weapons and mitigating their damage. Energy weapons would be countered by plasma shields. Ballistic weapons would be counter by -for instance- carbon nanotube plating. We already know now that carbon nanotubes are incredibly strong and har...

Re: Multicore ?

As the universe grows larger, more events will happen. But these events can be queued. Josh can let the game engine decide how much spare calculating time there is, and pick a few items from a queue to calculate each second. Some items can take precedence over others, eg a carrier arriving at a host...

Re: Is this the right room for a jump gate?

Hyperspace as a flyable region. As much as I'd like to see that, I'm not sure if it's feasible, given the technical limitations (each solar system being a distinctive "room"). You would need to design the navigable hyperspace as yet another room/"solar system", which wouldn't really work with a pot...

Re: Mechanics of cargo transfer and trading

Game designers can't afford the luxury of thinking like coders because they have to create a believable world where things are far more fuzzy than binary. So while scanner ranges can be quite long, they would be relative to the size of the target and the provided information (resolution) would also...

Re: Star Citizen

Josh on the other hand has set up a modern forum with a nice looking top banner, presented his development blog, screenshots and wallpapers to download. In the videos he speaks professionally and calmly, presenting the game, vision and his resume in a very convincing way. Exactly what I was thinkin...

Re: The X Series

I like the X games. Though I only played X3 with XTM, then TC and now AP. I'm looking forward to Rebirth. Though looking at Limit Theory, I'm wondering why Rebirth is taking so long. I'm also wondering what a team of Josh could pull off with the egosoft budget. What I love most about X is the empire...

Re: Limited fuel and ammunition and the supply thereof

The current idea is that flying in space doesn't use fuel as it's a carefree and easy activity :) , but making jumps probably should because it isn't. I agree. Though I'd like to make a difference between a carrier which can replenish it's own fighters (unmanned drones?) or a fighter you're flying ...

Re: Limited fuel and ammunition and the supply thereof

Personally I tend to enjoy some micromanaging. At least when it can be automated. In my X3 games I love to create factories and transporters that automatically refill my fleet. True, I wouldn't enjoy manually refilling my fleet when it gets to a certain size, but I still like the mechanic of it. So ...

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