Questions/comments/feedback all welcome

But how are you - with your lumbering merchant ship - going to beat all your new friends to collecting the floating cargo?JoshParnell wrote:The seasoned professionals have no problem converting the pirate ships into large plumes of debris. In the end, you lost some of your cargo in the explosions…but you made it out with your life, and many of the goods were salvageable.
This could lead to some interesting gameplay. Imagine befriending someone, and once your standing gets good enough with him, that he reveals he's the head of this huge shadow organization?Thardimin wrote:My question is still if there will be some kind of hierarchy within the factions? For example, if I find an NPC that I really like and have built up a lot of favor with could I appoint him to a position of power within my faction? You know maybe give him a small fleet to control or manage a mining operation or something? Just think it might awesome to have the capability for the immersion factor. As well as on the opposite side it could open up the possibility of assassination missions. You could pay to have another faction leader or person of power eliminated. Or get payed to do it.
Either way I think the ability to manage factions is going to be a great addition to the game!
Mh, I dimly recall that the intention was to limit the "active" area around the player (i.E., the part of the universe where things actually happen) to reduce CPU load. As such, I predict that communication would be instantaneous, but with a range limit - if the NPC is outside your immediate area, it probably won't be able to respond to your requests.Bryce wrote:I am curious whether the communication between yourself and your contacts is instant or takes time based on how far away they are through the universe.
If all communication is instant then a lot more would need to be simulated at any given time (as more entities would know about a given event happening, well in an infinite universe it would be infinite entities).
That's the most likely implementation I think.Hardenberg wrote:Mh, I dimly recall that the intention was to limit the "active" area around the player (i.E., the part of the universe where things actually happen) to reduce CPU load. As such, I predict that communication would be instantaneous, but with a range limit - if the NPC is outside your immediate area, it probably won't be able to respond to your requests.Bryce wrote:I am curious whether the communication between yourself and your contacts is instant or takes time based on how far away they are through the universe.
If all communication is instant then a lot more would need to be simulated at any given time (as more entities would know about a given event happening, well in an infinite universe it would be infinite entities).
No, not yet, NPC interaction is largely still just a plan, very little implementation so far. I imagine many of your ideas will be in, or that there will be something close to what you described (I read your list)Godwin wrote:Has there been any more info released about this?
I am pretty curious to see if something of what I dreamed up is indeed part of the NPC contact system.
Naturally, a faction will look well upon those who help their members! (Which is just another way of looking at what you suggested)Katorone wrote:Would befriended NPCs be able to put in a good word for you with their faction?
Suppose good relations with a faction's NPCs increases your reputation with that faction. Would you consider adding giving an "incentive" to these NPCs to brag a little more about you, so you gain more reputation?JoshParnell wrote:Naturally, a faction will look well upon those who help their members! (Which is just another way of looking at what you suggested)Katorone wrote:Would befriended NPCs be able to put in a good word for you with their faction?
That's great news! ThanksJoshParnell wrote: No, not yet, NPC interaction is largely still just a plan, very little implementation so far. I imagine many of your ideas will be in, or that there will be something close to what you described (I read your list)![]()
I have written an play-by-email pirate game years ago, and news/messages travelled with ship movement. I handled it like cargo but with no listing in the cargo list and no space being occupied. Number of news/messages/rumours per ship was limited and if the ship got sunk by someone else messages could get lost.Bryce wrote:I am curious whether the communication between yourself and your contacts is instant or takes time based on how far away they are through the universe.
If all communication is instant then a lot more would need to be simulated at any given time (as more entities would know about a given event happening, well in an infinite universe it would be infinite entities).
I like this idea. Finding a way to make it so rumors aren't instantaneous, and allow the player to try and track down those spreading the rumors could be fun mechanic to play with. It's more of a simulation of bacteria growth almost, where you're surprised where a rumor was 'heard' from and how it got there.ThisIsJustMe wrote:That way news/rumours spread slowly and distribution of them exploded when a ship reached a large harbour with lots of people and ships coming in/going out.
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