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Plans on Huge Manufacturing Missions
I want to ask an 'elephant in the closet' question that is on many players' minds.
This question is to you Incarnate, if you indulge me and answer it.
What are your plans on introducing huge manufacturing missions, like building connies, teradons, HACs and/or manufactured stations? Are they a part of the VO 2.0 vision that you are targeting to finish this year, or are they beyond 2.0?
Edit: before anyone crucifying me, I want to stress out that it is not an immediate request, I'm just curious about Inc's roadmap.
This question is to you Incarnate, if you indulge me and answer it.
What are your plans on introducing huge manufacturing missions, like building connies, teradons, HACs and/or manufactured stations? Are they a part of the VO 2.0 vision that you are targeting to finish this year, or are they beyond 2.0?
Edit: before anyone crucifying me, I want to stress out that it is not an immediate request, I'm just curious about Inc's roadmap.
Connies and Teradons and HACs? Oh MY!
I think I speak for Incarnate when I say Yesish.
But not a firm yesish (TM).
Frankly, we'd all like to see more stuff be manufacturable. Taking that step would go a long way towards that "Player driven Economy" that's been bandied about for several years.
Frankly, we'd all like to see more stuff be manufacturable. Taking that step would go a long way towards that "Player driven Economy" that's been bandied about for several years.
I would like to see player-owned stations in 2.0. I have specific "goals", and whether those goals actually come together is dependent on.. development issues that come up and other realities (predictable and otherwise).
Expanding the universe, having player-owned territory, player-owned stations, and the ability for players to control their own trade convoys, economies and militaries.. these are all 2.0-era topics.
Manufacturing of HACs? That's not really at the top of my list. There a lot more fundamental points that need to be addressed first. Getting all this groundwork out of the way for object persistency is helpful. Re-working aspects of the economy will be big as well.
I sketch things out, and then as we start to fill in the different areas, and the ramifications of certain realities of implementation become apparent. As we go along, ideas get tweaked or adjusted to fit development necessities, and eventually merge to give us the final picture in high-definition.
Part of my challenge in answering this kind of question, is that I have to give so much context in order to convey a meaningful answer. For instance, I don't really think of this in terms of "giant manufacturing missions".. I would rather not have those at all, I'd strongly prefer some more elegant manufacturing system. The current missions were always a stopgap.
And giving someone a capship only has as much utility is there is.. real value for it in the galaxy. I'm more concerned about getting all the other pieces "there" so it all has a point, rather than just handing out the shiny baubles.
So anyway, I'm trying to give the player a lot more concrete and persistent ways to impact the game universe, in ways that are open-ended to fit many different play styles. We certainly need improvements in the integration of story and context into the game universe, but similarly, one of the game's greatest strengths is as a framework for players to tell their own stories.. and I want to enable the latter as much as playing out my own large-scale story goals.
Expanding the universe, having player-owned territory, player-owned stations, and the ability for players to control their own trade convoys, economies and militaries.. these are all 2.0-era topics.
Manufacturing of HACs? That's not really at the top of my list. There a lot more fundamental points that need to be addressed first. Getting all this groundwork out of the way for object persistency is helpful. Re-working aspects of the economy will be big as well.
I sketch things out, and then as we start to fill in the different areas, and the ramifications of certain realities of implementation become apparent. As we go along, ideas get tweaked or adjusted to fit development necessities, and eventually merge to give us the final picture in high-definition.
Part of my challenge in answering this kind of question, is that I have to give so much context in order to convey a meaningful answer. For instance, I don't really think of this in terms of "giant manufacturing missions".. I would rather not have those at all, I'd strongly prefer some more elegant manufacturing system. The current missions were always a stopgap.
And giving someone a capship only has as much utility is there is.. real value for it in the galaxy. I'm more concerned about getting all the other pieces "there" so it all has a point, rather than just handing out the shiny baubles.
So anyway, I'm trying to give the player a lot more concrete and persistent ways to impact the game universe, in ways that are open-ended to fit many different play styles. We certainly need improvements in the integration of story and context into the game universe, but similarly, one of the game's greatest strengths is as a framework for players to tell their own stories.. and I want to enable the latter as much as playing out my own large-scale story goals.
Awsome answer, thank you Inc.
"Expanding the universe, having player-owned territory, player-owned stations, and the ability for players to control their own trade convoys, economies and militaries"
"I don't really think of this in terms of "giant manufacturing missions".. I would rather not have those at all, I'd strongly prefer some more elegant manufacturing system. The current missions were always a stopgap"
:)
"I don't really think of this in terms of "giant manufacturing missions".. I would rather not have those at all, I'd strongly prefer some more elegant manufacturing system. The current missions were always a stopgap"
:)
A couple nights ago I was just cruisein through latos m7 fog, quite a distance from the asteroids, and I stumbled into a huge what I guessed was a future station,it was 30-40 times bigger than any other station in VO, it didn't have any textures on it, just black and grey boxes, it is probably being hidden there to be unveiled at a later date, shit there could have been two because after I finnaly found a way around it I ran into somthing else which could have been conected to the first for all I know, all I know is the bitch was HUGE and it wasn't a capship
There really should be some conq and capship station info on the wiki for newbs. M-7 is the capital ship building station. It's absurdly huge.
Ha, I'd forgotten that thread and Alloh's epic analogy fail.
How bout planet walkers like the empire strikes back etc.