ENG New site

Advanced search
[ New messages · Forum rules · Members ]
Gameplay Concept
parameciumkidDate: Monday, 25.05.2015, 06:23 | Message # 76
Explorer
Group: Users
United States
Messages: 277
Status: Offline
^ I feel you, but it's a known fact that combat attracts players. I like Space Engine the way it is, but I believe that the "finished" version would be better with combat capability than without it, all other things equal.




Intel HD Graphics 4000 ;P
 
BlueDracheDate: Monday, 25.05.2015, 15:21 | Message # 77
Space Pilot
Group: Users
United States
Messages: 87
Status: Offline
Quote parameciumkid ()
^ I feel you, but it's a known fact that combat attracts players. I like Space Engine the way it is, but I believe that the "finished" version would be better with combat capability than without it, all other things equal.


But it is well assumed that any new species encountered, first contact will most likely be violent due to inherent xenophobia in one or both races. Fear of the unknown and fear of what's different as basic survival instincts are hard to overcome as they're buried deep within the programming of the lizard brain.

This is wonderfully illustrated by Gordon R. Dickson's short story "On Messenger Mountain", as well as Larry Niven's "Man Kazin Wars" opening story in book one about the first contact.
 
parameciumkidDate: Monday, 25.05.2015, 21:37 | Message # 78
Explorer
Group: Users
United States
Messages: 277
Status: Offline
The good news is that this place IS big enough for all of us. The vision I see of its final iteration is one where players are "big" and powerful enough that they can interact with each other and get into fights in the "central" areas (I predict these will be the neighborhoods of the Local Group, RG 0-0-0-0, and RG 0-0-0-1), but players who choose to spawn or voyage to remote regions would easily be able to avoid one another or maybe set up peaceful federations with their buddies.




Intel HD Graphics 4000 ;P
 
RobertRoddDate: Tuesday, 26.05.2015, 00:46 | Message # 79
Observer
Group: Newbies
United States
Messages: 3
Status: Offline
Sounds really good,.. I'm donating some dollars to Space Engineer on my next paycheck.
 
DoctorOfSpaceDate: Tuesday, 26.05.2015, 00:52 | Message # 80
Galaxy Architect
Group: Global Moderators
Pirate
Messages: 3600
Status: Offline
Non-combat zones would solve many problems, perhaps even implementing something like GTAV's passive mode as well.




Intel Core i7-5820K 4.2GHz 6-Core Processor
G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory
EVGA GTX 980 Ti SC 6GB
 
MixaDate: Saturday, 06.06.2015, 18:06 | Message # 81
Space Tourist
Group: Users
Bosnia and Herzegovina
Messages: 37
Status: Offline
Question of combat in space engine could either be solved with another "Combat" mode, or with "Battle Arenas" that can be found in "Battle" catalog.

Either way, combat should be implemented later, after all other features are polished.
 
kostuekDate: Saturday, 13.06.2015, 19:43 | Message # 82
Observer
Group: Newbies
Germany
Messages: 5
Status: Offline
There is nothing to fight about. There is a whole universe full of resources, just fly in any direction and you will be alone soon.
 
SkyPharaohDate: Thursday, 03.09.2015, 04:26 | Message # 83
Observer
Group: Newbies
United States
Messages: 1
Status: Offline
Hey guys. I'm new to SE but I'm already in love. I think the best part about it so far is how unique every planet is. In reality, I mean, we really know very little about planets except that the few in our own system are very unique. Recently, before discovering SE I took up Planetology as sort-of an educational hobby. I love learning about how it rains sulfur and snows metal on Venus, and how Uranus probably has diamond oceans with floating "diamond-bergs", and other things like that.

My favorite part about SE, and I doubt I'm alone on this, is that every planet is totally unique. The landscapes, color combinations, rings, moons, where the sun or suns rise and set, etc. I say take this a bit further. To the extreme.

I think every procedurally generated planet should consist of atmospheric and mineral compositions. And different compositions could result in even more unique features. Take this huge list of inorganic minerals and their various chemical compositions:
http://nature.berkeley.edu/classes/eps2/wisc/mineral.html

I think that based on whatever randomly generated compositions a planet has should also occasionally, by some form of generation algorithm, spawn various minerals like the ones listed. For example, looking at the list, Cavasite consists of Calcium, Vanadium, Hydrogen, Silicon, and Oxygen. So a planet consisting of those elements could possibly, under the right circumstances, spawn some Cavasite on its surface. Have you seen Cavasite? It's beautiful.
https://en.m.wikipedia.org/wiki/Cavansite

Imagine someone posting on the forums that they just found a planet with "Cavansite cliffs" and it's just an awesome picture on a cold Selena moon with a ringed gas giant in the background, and it's just the most awesome you can possibly pack into a photo.

Anyway, this sort of unique feel, I believe, is something that could be added even now in the game's current setup. Something like this could make planets so unique and so awesome that nobody would ever get bored exploring. And later on, this could be implemented as a gameplay element where you can harvest the cavansite and build with it, or sell it, or whatever.

Once inorganic materials are mastered, then organic ones can be added. Most simply, grass and/or trees. Maybe insects.

In summary I think emphasis should be placed on more and more random possibilities and therefore more and more unique systems, effectively maximizing the wow factor. I mean, seriously, imagine if EVERY mineral on that list were implemented graphically, some rarer than others and some impossibly rare? Mind. Blown.

On an unrelated note, I think there should be a central database for naming galaxies, stars, systems, planets, etc. Then if someone really does find a planet with diamond crested mountains or something, they get to name it and essentially "claim" it. Yet another way to implement multiplayer features without it being an MMO just yet.
 
dalekkhan00Date: Thursday, 11.02.2016, 16:23 | Message # 84
Observer
Group: Users
Pirate
Messages: 19
Status: Offline
that would be awesome to add in futre versions but add it where it might become a fp game maybe?
 
Bells_TheoremDate: Tuesday, 26.04.2016, 00:54 | Message # 85
Explorer
Group: Users
United States
Messages: 188
Status: Offline
I would love to see this evolve into a space colonization sim.

Start on a random planet with a store of minimal resources to get you started. Mine, farm, build and expand your outpost. Build new outposts elsewhere on the planet and set up trade. Expand to nearby moons and to other planets in the system as you progress. Then onto the stars with warp drive.

Each random system you start in would be a whole new challenge.


Edited by Bells_Theorem - Tuesday, 26.04.2016, 00:56
 
DoctorOfSpaceDate: Tuesday, 26.04.2016, 01:34 | Message # 86
Galaxy Architect
Group: Global Moderators
Pirate
Messages: 3600
Status: Offline
Bells_Theorem, perhaps one of the future games built off of the engine could be like that. SE already has the perfect foundations for an excellent 4x game.

Quote Bells_Theorem ()
Each random system you start in would be a whole new challenge.


I wouldn't envy those people who start in a single planet system with limited resources.





Intel Core i7-5820K 4.2GHz 6-Core Processor
G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory
EVGA GTX 980 Ti SC 6GB
 
parameciumkidDate: Wednesday, 27.04.2016, 00:36 | Message # 87
Explorer
Group: Users
United States
Messages: 277
Status: Offline
^ Seconded.

My vision for SE (on which I could elaborate later, but just haven't bothered so far) is a lot more of a real-time strategy game than a single-ship sort of game like Eve or Spore. People would play not as a person or a ship, but as a civilization able to launch and control potentially unlimited numbers of ships, spreading from system to system to expand their capabilities. The most advanced players would end up controlling entire galaxies or even clusters (but of course not literally visiting or claiming every planet or system).





Intel HD Graphics 4000 ;P
 
PlutonianEmpireDate: Wednesday, 27.04.2016, 04:37 | Message # 88
Pioneer
Group: Users
United States
Messages: 475
Status: Offline
Quote parameciumkid ()
(but of course not literally visiting or claiming every planet or system).

So how am I supposed to conquer the universe then?

Oh dear I've said too much... wink





Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )
 
DoctorOfSpaceDate: Wednesday, 27.04.2016, 07:22 | Message # 89
Galaxy Architect
Group: Global Moderators
Pirate
Messages: 3600
Status: Offline
Civilization 5 in 3 dimensions is what I think of, though it could get quite hard to manage when you have hundreds, thousands, or millions of stars.




Intel Core i7-5820K 4.2GHz 6-Core Processor
G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory
EVGA GTX 980 Ti SC 6GB
 
Ettore_bilboDate: Wednesday, 27.04.2016, 08:31 | Message # 90
Space Pilot
Group: Users
Italy
Messages: 93
Status: Offline
Quote parameciumkid ()
People would play not as a person or a ship, but as a civilization able to launch and control potentially unlimited numbers of ships, spreading from system to system to expand their capabilities. The most advanced players would end up controlling entire galaxies or even clusters (but of course not literally visiting or claiming every planet or system).


but with a similar gameplay, the capability of SE would be wasted... a game like this already exist: it's Ogame and don't need any Graphics Engine :-D
 
Search: