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That's right, it was the Marauder concept that had a train of carts behind it. I vaguely recall the Prom having something too, but I can't quite recall. I don't remember a discussion of specific issues and had always assumed the idea was put aside.
I think the fully-modular idea that gorgo put forward might be too processor-intensive for a MMO, but I suppose things could change.
I think the fully-modular idea that gorgo put forward might be too processor-intensive for a MMO, but I suppose things could change.
The valk concept has some various "pods":
And the prom concept has some stuff about various turrets and cargo upgrades.
And the prom concept has some stuff about various turrets and cargo upgrades.
Yeah... at the very least, I'd like to see the Prom, Valk and Marauder live up to the original/implied vision.
Thanks genka. I thought the Valk was involved too, but I couldn't remember what the modules might be.
Yes, all ships were intended to have visually-denoted configurations, potentially with components also being destructible. Unfortunately, that went the way of so many of my other ideas, down the hole of "not enough developers". But it is something I'd like to revisit at some point. It's a good strategy for a space game, and makes a lot of "unique-ness" possible without having to create totally new assets.
"it is something I'd like to revisit at some point. It's a good strategy for a space game, and makes a lot of "unique-ness" possible without having to create totally new assets."
Is it some point yet?
Is it some point yet?
No. There are other areas of the game that will benefit a lot more from the limited development resources we have right now. Basically, making use of the gameplay that we've technically implemented but not really used to date, like territorial conquest, ownable stations and capships, etc.
As much as I would like visually-denoted ship configurations, this would be better timing-aligned with a big art asset redux, which we aren't doing yet (maybe late this year or early next year?).
But I won't pick eye candy over half-implemented fundamental gameplay that can really dramatically change things. Despite my personal appreciation for that eye candy/concept.
If we bring on some more people this year, priorities may change.
As much as I would like visually-denoted ship configurations, this would be better timing-aligned with a big art asset redux, which we aren't doing yet (maybe late this year or early next year?).
But I won't pick eye candy over half-implemented fundamental gameplay that can really dramatically change things. Despite my personal appreciation for that eye candy/concept.
If we bring on some more people this year, priorities may change.
https://www.facebook.com/profile.php?id=100000207629457
This guy'll work cheap and he's pretty good, probably willing to relocate.
This guy'll work cheap and he's pretty good, probably willing to relocate.
+1
Were doing a redux RN :)
way to Necro-bump a thread, clank - did you even bother to notice this was from 2012?