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News Update

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Jun 29, 2005 mdaniel link
Ok this here REALLY caught my attention now: "...or defend your personal station." I want one.. just for me, now! Could you devs focus on this item? And what about "defend", you mean it can be destroyed? Wonderful thought. I am imagining raids to whipe out pirate homebases deep in gray space. And can I design that personal station, put it together the way I want? Will it require money to buy or ores as well? I am guessing a certain License level should be required?

Fun thoughts!

M. Duncan
Jun 29, 2005 Arolte link
I think some of you are taking these things too literally. It sounds like Incarnate just listed a number of examples of what you could do with the AI and the ability to script events for missions. You COULD have NPCs defend a station, but it probably won't have any underlying purpose unless you list a win/loss condition for the mission. In other words they won't be destructable or anything like that. It'll just be a custom mission that runs temporarily. At least that's the impression I got...
Jun 29, 2005 mdaniel link
oh Arolte, I DO think he writes what he means and is careful in what he says. Private owned and built stations have been mentioned before.

M. Duncan
Jun 29, 2005 UncleDave link
Direct question.

Will there be swathes of new missions coming out within the next, say, month?
Jun 29, 2005 terjekv link
weee, development in Lisp! Go DEVS!
Jun 29, 2005 LeberMac link
Borb writes:
I think if it comes to a war I will lead my fleet to victory in the war to kill yours. :P

Ahhh now THAT's the kind of smacktalk I miss.
Bring it on. >:P
Jun 29, 2005 Blacklight link
*rubs his hands together and grins* excellent >:D
Jun 29, 2005 tramshed link
that mission thinger looks cool.
Jun 30, 2005 Fnugget link
I hope these NPC's eat up our useless moneys. Cuz me and TGFT have got teh money. I think the fighters wit BP money will last a while, but in the end, the traders and miners will have something to show off because we continually make a lot of money.

BTW, is there one AI to repair us? or will we have to tell it to try to kill us with a repair gun, then stay far enough when we arent hurt so they dont waste ammo?
Jun 30, 2005 who? me? link
lol.

"you will die at the hands of my repair gun! hahahahahahaha!"

later..

"hmmm"
Jun 30, 2005 pirate_n00b link
OH SHIT THIS IS 1337! INCARNATE YOU ARE THE SHIZNIT Of Rox3re3561sa! 890ywer-ma! YAYAYAYAYAYYYA!

Ok.

Well I have a question. Does that mean that We can ACTUALLY Create a trading empire and that i can hire Mercs? can we have Permanant Contracts? Can the NPC Traders be a part of (basicly) a Player ownedd union? Does that mean i can have a capship and hire NPC fighters?

Also Why not program a chance of running away into the NPCs if they are BADLY damaged? that would add to the realisim.

(OMG! IM GONNA HAVTA CATCH UP ON SCHOOL WORK BEFORE THIS STUFF COMES OUT!
Jul 01, 2005 zamzx zik link
hmm. they are going to have the mission editor limited to testers of some sort (possibly a group of "mission guides" ) so missions dont get out of hand :) (killing ourn. get 10000000/1000000000/100000000000/10000000000/0000

Incarnate, is something like that going to be put in? or are we going to get to go loco? (scaaarrey, tons of n00bs like in neopets, all making missions o.0)

"Edited, I dont want to be re-set. :P"

please tell me, :)
Jul 01, 2005 momerath42 link
zamzx:
Obviously we aren't going to let the game be wrecked by ridiculous missions. Exactly how we handle all that is still being worked out, though, so you'll get more details when its closer to being a reality.
Jul 01, 2005 sarahanne link
How about you can only award 1XP point per mission. :)
Jul 01, 2005 Star Skimmer link
Or have the XP have factors (Like distance to travel, what bot to kill (if any), how much cargo, current level, etc.) so that someone can't make a high paying mission in both credits and xp for, say, an in-system jump to kill an Artemis Collector.
Jul 01, 2005 Fnugget link
How about we put those guides to use. Our missions have to have a minimum of 2 guide approvals. Just in case 1 guide misses something, or feels extra friendly, or drunk.
Jul 01, 2005 Spellcast link
I have a better idea:

have the mission system have a series of set XP awards that the creator can "spend" when creating the mission.

For instance a player attempting to stockpile "widget Q" at a station might offer a mission to bring that item to the station, (any widget Q's delivered from the mission would be placed in that players station inventory)
The game would determine that the nearest source of widget Q was 2 systems away, and alot BLAH xp points per jump for the creator of the mission to assign. Since it would be a TRADE style mission, the points would have to be allotted to trade, and any player who took the mission would then get that many trade XP points.

If widget Q was a minable ore, then the player creating the mission would be able to split the XP reward between trading and mining, but trade XP + mining XP would never be greater than the total Xp the mission system offers for reward.

a trader taking the mission can then create an "escort" mission using the mission editor if he wants, requesting an escort. the game determines that the escort mission takes 2 jumps, since escort is a convoy style mission, the trader can divide the BLAH xp between light/heavy and combat xp, possibly with certain minimum and maximum percentages being required for each.

The game is still determining the amount of XP depending on the length and type of the mission within a broad outline, so making an "uber" mission would be much more difficult.

monetary reward must be provided by the person creating the mission, and would be deducted from the account of the person creating the mission when it is finalized and posted. If no-one takes the mission within a set amount of time, then the money is returned to the creator. For a mission such as the first example the player would specify how many times he wants the mission to be availible, and would have to front enough credits to pay all the rewards.
Jul 01, 2005 mikmouse24 link
***drops to his knees and weeps with joy***
how am i supposed to contain my excitement if VO keeps getting cooler?-
incarnate- thank you for even THINKING of posting news at least once a week- i love to know at least HINTS of what is going on-- that keeps me excited--
i would have to say i am not a gamer- always liked game consoles and the like (final fantasy, ETC) but was alwyas too busy to really sink myself---then i got to quit my real life job---(yeah for rock and roll) then i got my laptop and got VO- you guys (devs) keep rockin like you are--
i sound pathetic- and i admit i am- thank you guys for making a great game- with great things in store-
when i am rich who do i make the check out to - in support of VO - guild software?
until then- you always get my 10$
for lack of better words---thank you VO, now i can face the day
***sounds like an asprin commercial---
Jul 07, 2005 nuthou5e link
Sooo . . .

News updates once a week?
Jul 08, 2005 tosheeba link
According to my experience from other MMORPG games i think devs should invision the possibility, in the future, to let players purchase or find in missions parts for ships that affect the resistance, speed, manouverability, shooting rate, etc...

This creates a new interest for players to earn money and complete missions to acquire these ship parts.

Ships parts also distinguish the ship of the player and the flight skill which is important.