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...and So It Begins!

#81 User is offline   Supreme Cmdr 

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Posted 01 June 2010 - 05:48 PM

View PostMogon, on May 30 2010, 11:25 PM, said:

Taking into consideration the fact that there will be no crew management, how would mining and repairs be dealt with? Mining required you to send a marine to a shuttle to crew, and repairs had you sending engineers down to repair the damage. Would mining and repairs and other crew-related functions be handled automatically, or will the pilots and engineers be assumed at the ready all the time?


There will be some crew management in cap ships. You just won't be able to do an away team deployment.

Drones will be handled differently in that they would be drop launched manually from the cap ship without the need for a shuttle or crew.

View Postcanshow, on May 31 2010, 10:17 AM, said:

I too also have some more questions.

Will the towing still exist?

Other than ship class, what advantage would another player have over another? Because a couple of determined players in FCs could team a cruiser and destroy it. PTA would be the only effective thing to stop them, or missiles. But PTA takes a while, and they can always jam the missiles.

Is dog-fighting going to be as much of a pain in the ass as it is in UCCE? Just using your guns.

Are shields still going to recharge at those super-high rates?

Any new skins going to be added? New ship types, etc?

Are NPC star stations destructable or indestructable? (Sorry if this has been asked before)

Wouldn't it be possible for players to camp a jumpgate or a wormhole, and then just kill anything that isn't friendly? Considering ship size, it may take from 15 seconds, to almost 2 minutes for their hyperdrive to recharge, and 2 minutes is enough time to do some considerable damage, especially with a group of other players. Maybe you are working on a plan to prevent anti-camping?

Sorry if there are any repeats or questions already answered :P


You can still tow ships.

Flight dynamics will not change; so I don't see why dogfighting will.

All ship systems remain as they were in UCCE. So shield recharge rates, though there may be some revisions, will remain largely the same as always.

There are no new ship types. The game is based on the Battlecruiser/Universal Combat mythos. But as was seen in AAW/AOA, all the ships, stations etc (all assets) will be redone from scratch. And thats where the bulk of the effort is.

Any asset that was destructible before, will remain so in GCO.

I am no going to speculate on gameplay dynamics. That's for a later discussion, but no matter how a game is designed, there will always be the potential for camping, exploits etc.
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#82 User is offline   Mogon 

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Posted 01 June 2010 - 06:17 PM

@Canshow I think ur talking about the sudden violent doging of enemies up and down when dogfighting, yeah, that got on my nerves abit too lol. If u play the most recent games from 3000ad, they dont do that anymore, dogfighting is much more streamlined IMO. Im assuming that this will also be true for GCO :P
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#83 User is offline   Mogon 

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Posted 07 June 2010 - 01:52 PM

And a question not related to gameplay, I was wondering if the music from all the previous games would be in GCO. I like the music from the new generation games, but I think that the music in the BC/UC Series really brought out the feeling of being in space, especially the sogns like "Player." Who composed those anyway?
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#84 User is offline   ShoHashi 

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Posted 07 June 2010 - 04:40 PM

The Universal Combat soundtrack was done by Manuel "Vanethian" Marino.

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#85 User is offline   Mogon 

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Posted 10 June 2010 - 05:44 PM

What will the place of OTS's and the R.A.N.D.O.M. be? Will you be able to get OTS's and Randoms, if so, what will be their power in a persistent game.
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#86 User is offline   Kalshion 

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Posted 12 June 2010 - 02:29 AM

View PostMogon, on Jun 10 2010, 03:44 PM, said:

What will the place of OTS's and the R.A.N.D.O.M. be? Will you be able to get OTS's and Randoms, if so, what will be their power in a persistent game.


I think it's safe to assume that aquiring a RANDOM will NOT be easy (After all, I doubt Derek wants players to even HAVE Randoms in a MMO, where a person will be able to blow up every planet in the game) or, at least, have access to it to early.

As for OTS's; hmm.... I can see that as a possibliity, but an expensive one.
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#87 User is offline   johnon 

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Posted 17 June 2010 - 04:10 AM

Any news on development progress? I've been following this for a while and hoping it doesn't become BCO all over again. =p
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#88 User is offline   canshow 

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Posted 17 June 2010 - 12:34 PM

View Postjohnon, on Jun 17 2010, 04:10 AM, said:

Any news on development progress? I've been following this for a while and hoping it doesn't become BCO all over again. =p


The game will be released. This will be one of his final projects, and he'll go through with it.

As for the development, the release date is scheduled to be in the 1st quarter of 2011. I.E, January - March of 2011. So we should see some beta testing before or around then.
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#89 User is offline   Mogon 

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Posted 28 June 2010 - 12:29 AM

Another question concerning capital ships, given that we wont be able to captain Carriers, will players have control over heavy cruisers that have fighter capacity?
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#90 User is offline   DennyMala 

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Posted 28 June 2010 - 01:55 AM

Provided I'm not wrong due to sleepyness or some sort of dementia, heavy cruisers don't have fighter complement, but only shuttles and land units.

So I guess the answer is no.
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#91 User is offline   Supreme Cmdr 

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Posted 28 June 2010 - 08:02 AM

You will be able to command carriers. But acquiring one is a whole other deal because a) it won't be easy :cool2: you'd have buy/lease one

The issue with the carriers was always related to the handling of away teams and support crafts. Having a bunch of people show up on a planet and offload a ton of personnel (e.g. a typical carrier can have 100+ personnel) was always a problem in terms of performance, interaction etc. Then there is the whole asset craft issue.

So I have a solution (don't ask, I'm not going to divulge it yet) for both issues. Apart from the fact that cap ships will also be able to host other players as passengers (not crew) only; in pretty much how it is done in AAW.

There will be OTS weapons, but not the R.A.N.D.O.M device.

There is currently no release date for GCO. It's ready when it's ready. Right now, it ain't ready. Once the official website (not the teaser site) is up, you can start counting the months.
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#92 User is offline   Nwah 

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Posted 28 June 2010 - 03:24 PM

Since we are able to exist in first person within capital ships, will we be able to go inside buildings on planets?
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#93 User is offline   Supreme Cmdr 

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Posted 28 June 2010 - 07:25 PM

View PostNwah, on Jun 28 2010, 03:24 PM, said:

Since we are able to exist in first person within capital ships, will we be able to go inside buildings on planets?


Where did you read that you will exist in first person in any ship? You won't. That feature is planned but it would be quite awhile for that to happen once GCO is out.
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#94 User is offline   Nwah 

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Posted 28 June 2010 - 08:22 PM

View PostSupreme Cmdr, on Jun 28 2010, 04:25 PM, said:

View PostNwah, on Jun 28 2010, 03:24 PM, said:

Since we are able to exist in first person within capital ships, will we be able to go inside buildings on planets?


Where did you read that you will exist in first person in any ship? You won't. That feature is planned but it would be quite awhile for that to happen once GCO is out.


I should have said will instead of are, excuse me for the grammatical mistake. As to where I got the assumption was from the "WILL I EXIST IN FIRST PERSON INSIDE A CAPITAL SHIP?" question.
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#95 User is offline   canshow 

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Posted 28 July 2010 - 12:37 AM

1. Will any of the things that didn't make it to UCCE, be implemented in GCO? (A list of some sort would be generous)

2. 256 players per server, correct? So, if (whenever it will be possible) you could switch servers to play with your friends, could a server possibly reach the said capacity and give them a "The server is full" message?
-a. When entering another server, where would they come out? A better question is, where would you actually do the server switching?
--b. Are prices going to be different in every server, even at the same region? Switching might also work as another type of trading system.

3. What in-game communication system do you plan on installing? Chat, Messages, Voice chat maybe?

4. Whats the max # of personal/regular assets could a player own?

5. Will the "Insurance" be free or cost moolah?

6. What types of surface/space constructions could a player or a fleet leader construct other than starstations and starbases?

7. Radiation, Contaminations, Infections???


Sorry for any repeated material.
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