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Re: Dynamic Asteroids

In which case having a few kilometers between asteroids seems a reasonable middle-ground between space-rockslide and near-empty space. Asteroids should be spaced well-enough to allow for combat (albeit with different strategies) AND to allow for not-pain-in-the-neck mining.

Re: Death

The problem with harsh death penalties, even at hard difficulties, is that the player generally becomes very risk adverse. It also punishes the non OCD player who doesn't hit the autosave key every five minutes. Interesting gameplay happens though conflict (be it combat or economic) and risk taking...

Re: Planetery ownership

from another post on the forums someplace it was fairly well established that times a non factor in the game. I merely mention this for theoretical roleplay purposes. Obviously, anyone can pretend that any amount of time has passed when they're playing a game like this. But in terms of the game eng...

Re: Dynamic Asteroids

I think rotation sounds like a reasonable compromise.

But instead of every tenth, maybe the ones within a certain range all rotate slowly, and distant ones appear to be static. That way you don't have this one goofball asteroid spinning around while all the ones around it are static.

Re: Dynamic Asteroids

Freelancer does something like this, where most of the asteroids in the fields are static, but as you fly through it, little mini-asteroids float around, and appear/disappear from view. The mini-asteroids were really only for mining, though, so I can imagine that you have in mind to make a larger nu...

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