...and So It Begins!
#51
Posted 03 November 2009 - 07:37 PM
1) Would hiring FCs to defend a starbase be possible? (like how FCs automatically launch from NPC ones in UCCE when i fly near them)
a) Same thing with starstations?
2) The defenses of starbases, would they be hard to break through, or would a little maneuvering through a FC would be enough to break through defenses and do some damage? (considering if they have time to maneuver over and over again until the base defenses are destroyed)
3) Is the option of capturing starbases/starstations there?
If yes:
a.) Will i have to make the health drop down below 300 before they give me the option?
ab.) Would the "owners" of the starbases/stations be able to set an automatic surrender/distress point? Like once the health or shield drops below a certain number, the station automatically sends a distress call or surrenders?
b.) Will the fleet be notified if a base/station is destroyed or possibly captured?
c.) Does the person get something other than EXP for performing one of the two acts on the base/station?
4.) Will there be any "group-loot" things be implemented? Like joining a formation (or fleet i guess) and when someone destroys a ship or something else, everyone gets a share of the EXP or w/e, or would this not be implemented because of possible abuse/difficulty/dumbsiness?
5.) Will there be random events (or special events) to make trade prices for a certain NPC starstation go up or down like a planet/system famine, natural disaster, ETC (some kind of reason)?
6.) Will Fatigue affect players(if any) and how?
a.) Same thing with health.
7.) Will fleets be affected by friendly fire?
8.) Will there be alliances or diplomacy with other fleets? And would friendly fire affect mutual relationships with those fleets?
9.) Asteroid belts? Fly-through nebulas? BIG mobile fleet HQs? Flux fields? SECRET HIDEOUTS IN FLUX FIELDS?
That's all i have for now.
Expect more questions when i think of them SC :B
ICV-Daedulaus
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There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die.
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#52
Posted 04 November 2009 - 07:07 AM
canshow, on Nov 3 2009, 07:37 PM, said:
1) Would hiring FCs to defend a starbase be possible? (like how FCs automatically launch from NPC ones in UCCE when i fly near them)
a) Same thing with starstations?
No. There is no such "hiring" concept in the game and there won't be. Stations and bases will still launch fighters/troops if hostiles are detected. Thats the PvE part of the game.
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I can't answer real-time game tactics since I have no idea how things will play out in each session.
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Read the FAQ.
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a.) Will i have to make the health drop down below 300 before they give me the option?
Though subject to change, I don't expect it to work any differently than it currently does.
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No. It is automated. Just like it currently works. Of course someone in a fleet can send a chat message just as you would any other message.
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See above
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Probably.
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No. Its not that kind of game. If there are cargo pods around, whoever gets it first, owns it.
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No.
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a.) Same thing with health.
This part of the game mechanic has not changed. So yes.
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It will work just the way it does now. So yes.
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Thats up to the players and not something the game mechanic enforces.
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See previous answer.
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Yes. Probably. Probably not. Yes. Probably.
That's all i have for now.
Designer/Lead Developer
The Battlecruiser Series
"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"
#54
Posted 15 November 2009 - 02:14 AM
1) Windowed Mode available?
2) Ok, so, market will not be player controlled, correct? Or atleast not player controlled while everyone is in a gunship/shuttle.
3) Will larger ships need to be bought with Exp., Credits, or both?
4) This is based off Q2&3 - Can fleets set discounts/their own prices for ships? If not ships, then shuttles, FCs, upgrades.
5) Im assuming we sleep in our assets or a station/base, correct?
6) Ground combat similar to UCCE? Yes/no? - Im asking this because i die pretty quickly when im shot at in UCCE, >_<.
7) Will there be some kind of, attacking restriction? I'm not sure how this would be done, but if it can be done, will it be done?
8) Follow up on Q7 - I assume ground vehicles/people can't shoot at air targets? No lock on missile launcher?(Would be pretty sick)
-----SUGGESTION-----
How about BCs? Or err...Bomber Craft. Mainly for destroying ground units/building since an FC would be shot out of the sky in a few minutes without doing much damage.
Could replace FCs, and could be more expensive
--------------------------
9) More/less NPC activity in some regions/system then in others?
10) How do you plan on making our Profiles look like? Kind of like in the UC series(like the roster page or w/e.) or something new & spicy?
11) Random server time EXP. Bonuses? Like if you kill something between 4-8PM on a sunday you get 50% extra experience points from it?
12) Say if you were to kill EVERY merchant/trader ship coming into a starstation, would that inflict consequences, or not?
13) Im just going to say this --- FC TO FC Combat is VERY DIFFICULT (for me atleast when playing an NPC), are you going to change it around in your MMO or keep it blastfully hard to kill a moving FC? (considering EMP(or whatever it is) can still be used)
14) Chats? What kind? --- Any game admins?
15) Considering this will be played in a massive server, how many players do you expect playing in... lets say a month or two?
*i know your not finished with the MMO, but just taking other MMO stats into consideration, how many people would flock over to your game?*
16) Can fleet's potentially destroy other fleets? (You could make a battle system of some sort, using the fleets bank account, Fleet bases/stations, or just a given ammount of HP that's subtracted when something in the fleet dies)
17) Will be able to upload our own songs into the game? (like copying MP3 files into the music folder or something)
18) New ship types? Yes/No/Maybe so?
19) Ships are all player run, correct? No NPC staff, no nothing?
20) Could you share some details on the ODS overhaul please? =)
21) Multiple-part question:
a) Will you start out with default weapons (rocket launcher, rifle, shotgun, or w/e set you pick)?
c) Will ship turrets target people in space also? In theory, if enough of us have no life, a good # of us can travel by jetpack for a few hours to a starstation, and fire our rockets/laser at the same time at the shields, overwhelm them, and then possibly destroy/capture it by the way of person
d) Will there still be an ammo limit?
ICV-Daedulaus
Spectre Fleet
Insurgent Central Command

There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die.
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#55
Posted 15 November 2009 - 05:46 PM
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#56
Posted 16 November 2009 - 06:27 AM
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You can't buy anything with XP
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No such mechanism exists. All prices are set by the game. Remember, this is primarily a combat game.
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Sleep?
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Yes, of course
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Works the same way it does in previous BC/UC games.
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As mentioned in the FAQ, are NO plans to change ANYTHING that currently works. So no, the flight dynamics and AI will not change. Bet start practicing.
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No such mechanism exists in the game and won't. If you somehow manage to destroy all ships in a fleet, the fleet will still exist until it starts filling up again with assets/players.
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I don't see why not. That code in the previous BC/UC games hasn't changed AFAIK
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No. The game is based on a fixed universe mythos that is not subject to change.
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For the most part.
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No big deal, they'll just have better target acquisition.
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It depends on your initial class.
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Turrets never target personnel and never will.
Designer/Lead Developer
The Battlecruiser Series
"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"
#57
Posted 17 November 2009 - 03:26 PM
1.) I share canshow's concern with SF Marines. What if a slow ship fell under attack by SF Marines in space, I know they do not pose much of a threat by themselves, but a swarm of them may potentially be a threat, will the captain be able to deploy an EVA squad of their own marines in retalliation?
2.) Ive heard that there will not be an NPC crew as we knew it in BC/UC, so assuming PERSCAN is out, what will this mean for Tactical/Logistics?
3.) Would captaining a capital ship in space in GCO feel similar to BC/UC just without crew management, or would there be any other change? with the exception of the 3D Bridges, that is
#58
Posted 17 November 2009 - 04:11 PM
Mogon, on Nov 17 2009, 03:26 PM, said:
1.) I share canshow's concern with SF Marines. What if a slow ship fell under attack by SF Marines in space, I know they do not pose much of a threat by themselves, but a swarm of them may potentially be a threat, will the captain be able to deploy an EVA squad of their own marines in retalliation?
There currently is no SF marine character in GCO and it is highly unlikely that there will be; as they serve no functional purpose to the game. Which means that you won't be able to leave your ship while in space either.
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Both Tactical and Logistix have non-crew related funtionality and so will remain. Also note that the NPC cap ship crew may remain, but you won't be able to deploy them as you could in previous BC/UC games. Once the 3D levels are introduced, the ship's total number of allowed crew members may be increased to allow for human players to co-exist with NPC crew (all 3D models).
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Yes. All of that will remain basically the same.
Designer/Lead Developer
The Battlecruiser Series
"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"
#59
Posted 17 November 2009 - 06:02 PM
O well, Im sure there will be much more going on inside
Glad to hear the capital ship flying will be similar, I loved the cruisers.
1 more question I forgot to ask, with respect to the 3D interriors of craft:
Will there be the possibility of using TrackIR with GCO? e.g. looking around the bridge of a ship/cockpit of a fighter/shuttle
#60
Posted 17 November 2009 - 07:54 PM
Mogon, on Nov 17 2009, 06:02 PM, said:
O well, Im sure there will be much more going on inside
It may come back in some form or another at some point after the game is out. The issue is not with the SFM, but rather the fact that the playable SFM career as the alter ego for the CMDR career. Since the careers are all handled differently now, that sort of handling is not possible without a lot of hacking. At some point, if SFM was to be introduced, it won't be as a career like in the legacy games, but rather in the form of a suit upgrade. So if you wanted to exit a craft/station in outer space, you needed to have a suit to make it possible. Which of course means you'd have to buy one.
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There are no plans to add TrackIR support to any of our games.
Designer/Lead Developer
The Battlecruiser Series
"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"
#61
Posted 17 November 2009 - 08:08 PM
Supreme Cmdr, on Nov 18 2009, 01:54 AM, said:
Would it be possible to get seamless head movement around the cockpit using, say, right mouse button or some other method instead of the fixed views? That's much needed IMO. I'm not sure how hard implementing it would be, but since it seems the previous (GCES, AAW and AOA) already render the cockpit 3d models...
Also, it would permit some kind of TrackIR use (I for one would love to use my TrackIR setup in GCO, just like I do in Falcon4 and Starshatter) by emulating mouse movement (or keyboard presses, or anything that's used to move the head around seamlessly), and you wouldn't need to worry about really supporting TrackIR.
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#62
Posted 18 November 2009 - 06:48 AM
RT, on Nov 17 2009, 08:08 PM, said:
Also, it would permit some kind of TrackIR use (I for one would love to use my TrackIR setup in GCO, just like I do in Falcon4 and Starshatter) by emulating mouse movement (or keyboard presses, or anything that's used to move the head around seamlessly), and you wouldn't need to worry about really supporting TrackIR.
There are no such plans to do that and I don't see how its "much needed" since all the cockpit indicators are in the forward cockpit view.
Designer/Lead Developer
The Battlecruiser Series
"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"
#63
Posted 24 November 2009 - 09:54 AM
1.) What would the situation look like if you were a marine in a ship during an attack, assuming that such a situation is plausable. Will there be an alarm sounding and a siren ala red alert status in star trek. Would we be at risk for falling debris/exploding walls/whathaveyou like the NPC's in BC/UC seemed to have to worry about? After a big space battle, I was going to repair, but noticed that two of my systems engineers were critically wounded after the battle. Just wondering if players will be in a similarly hectic enviornment.
2.) ...I forgot what else...but that was the big one
#64
Posted 24 November 2009 - 11:29 AM
There are no plans to add destructible environments to the ship or station levels.
Note that you can only be a marine aboard a ship when that expansion add-on is actually developed. Until it is actually announced, I won't be too concerned about it if I were you.
Designer/Lead Developer
The Battlecruiser Series
"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"
#65
Posted 25 December 2009 - 08:14 PM
so I droped by ur site and saw this new game
1 how much is it going to cost monthly & how much upfront toget it?
I ask mainly becuase I played EVE online for 5 yrs and those guy seem to mess up the gam now since they droped in plex now every noob is running around wiht billions and old timers like my self are tired of the free ride they gave all the noobs
now im on the look out for a new game lol
#66
Posted 25 December 2009 - 08:29 PM
eunson, on Dec 25 2009, 09:14 PM, said:
so I droped by ur site and saw this new game
1 how much is it going to cost monthly & how much upfront toget it?
I ask mainly becuase I played EVE online for 5 yrs and those guy seem to mess up the gam now since they droped in plex now every noob is running around wiht billions and old timers like my self are tired of the free ride they gave all the noobs
now im on the look out for a new game lol
It's too early to put a price, considering they didn't even get into beta testing. You should be seeing a pricetag in about a year, after testing is done and etc. SC pointed it out several times in this and other threads.
ICV-Daedulaus
Spectre Fleet
Insurgent Central Command

There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die.
Angry
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#67
Posted 03 January 2010 - 07:17 AM
scrapilot, on Jan 3 2010, 02:36 AM, said:
The game might benefit from a radar warning receiver instrument in the cockpit. It would be nice to see a horizontal situation display of all the craft that are tracking you on radar, like the radar warning receiver in the game Falcon. It could also show incoming missiles with an audible warning sound and a horizontal display of missiles launched at you. It would also be nice to have different symbols to differentiate whether a command craft or fighter craft is in a particular spot on radar.
Another suggestion is to have a dashed box in the radar and in the heads-up display for objects that do not have a line of sight in first person mode. Then you would know if what you are targeting is behind a building or not.
There are no plans to change the avionics instrumention in GCO. They will remain as they are in AAW/AOA because they work just fine.
Designer/Lead Developer
The Battlecruiser Series
"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"
#68 Guest_Nathan Brazil_*
Posted 03 January 2010 - 01:36 PM
I think it would add tremendously to the game if realistic communications be added to the mix. Jamming, and/or the presence of sufficient comms resources (eg, a base, probe, or BC as a "hypercomm" relay) for out-of-system comms.
People could always "cheat", use email outside of game for example, but it shouldn't detract much from the game.
VOIP would also be nice for player-to-player comms. Another thought I had, for the future when FP would be introduced inside fleet units, is using VOIP for in-ship announcements over the PA.
#69
Posted 03 January 2010 - 03:13 PM
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We pretty much use GSC 2.00 which came with AWA and AoA.
-Sho
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#70
Posted 13 January 2010 - 09:37 AM
well i wrote it in Hungarian, but i just wanted to inform you about it.
the main community of that site loves the complex sandbox games (and hates elves and orcs
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