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Re: Elite Dangerous

The people on the E:D subreddit are my kind of people . :D Because i totally buy into that id need a thematic "in world" justification for how suddenly im viewing my ship from outside. I understand tons of games give a 3rd person view with no justification but for some reason i feel like id need ju...

Re: Mystical Trader

Yeah Tal, that was a fun turn by turn game back in the day! Not necessarily corn!?! If the trader/traveller is offering tech that cant be attained any other way in the game then that could/would be a game changer. I don't think there should be ships offering tech that can't be obtained any other wa...

Re: Mind Acceleration

Look, the basic idea is pretty simple - design the AI to think roughly at the same rate as a human player when figuring out how to use the in-game mechanics to best realise their goals. If this is accomplished - and in my design, I'm assuming it is - then a lot of good should follow from that. You w...

Re: Mind Acceleration

Secondly, that's already what I expect from the AI anyway - that they won't be perfect. How is it at all stupid to hope that the AI make decisions at a comparable rate to humans? The idea is to try to make them act as human as possible. im not telling that making AI's human like is stupid. i tell t...

Re: Mind Acceleration

Josh is working his ass off to create an AI that is somewhat comparable to a human player. Which is already hard enough. And now asking for limiting this AI again that it cannot use all your processors capacity. "Yeah! I have processor time! Ah... nope.. must simulate moving my mouse.." This isn't ...

Re: Mind Acceleration

Goddamn, I've been waiting forever for this ban to lift. They need to be explained into gameplay for you, but I would suggest that's really your problem. Inventing high-falutin mechanisms to explain "save" or "pause" so that people such as yourself can have extra help to pretend you're not really a ...

Re: A Unification of Shielding, Cloaking and Power Generatio

im talking less about the current power level but knowing where you go. with a nebula you see that you are going into possibly deterring or dangerous terrain, with energy density you dont see where you are flying into except of you permanentely watch the special sensor screen and power meter. I kno...

Re: A Unification of Shielding, Cloaking and Power Generatio

I'd rather have the same effects with space terrain that doesnt require arbitary, invisible energy fields. Nebulas, asteroid fields, artificial dampener fields, EWar... Something clearly defined an localised and does not stab you in the back when you go out of the special sensor mode required to se...

Re: Realistically-Sized Systems and Travel

If I can just park two cheap ships with jump-bridge generator modules anywhere, transfer lanes are obsolete. Because the portable wormhole solution strikes me as way more flexible and convenient. To support regular traffic, you would likely need them to be stations equipped with beefy enough genera...

Re: Realistically-Sized Systems and Travel

Wormholes: More randomly situated. You can find them potentially everywhere. Optional gameplay features: Visible only at short distence, usually you need to scan for them. Not necessarily convenient for trade, but helpful for the deep space explorer. End points may wander around some. That makes it...

Re: A Unification of Shielding, Cloaking and Power Generatio

as you dont know if you can power your equipment up to spec, if the wormhole you want to use is currently passable by your ship if your shields work approbiately at the location you want to pass.... How does this tie in with wormhole traversibility? But I get what you're saying with the power to eq...

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