|
Post by theDemolisher13 on May 28, 2017 13:32:23 GMT
Hello Rob just as a quick heads up whenever I have a gameplay questions I'll just post it here to save on threads. Oh also with any and all of my questions here I'm not trying criticize to much I'm just trying to break down what is avalible and get a understanding of it.
Anyways I decided to study and break down your screen shots that you have made available to us, and I noticed that the executive's office is a little bit less guarded. What I mean is compared to EA1 you removed the elevator and small hallway that let to it while just overall compressing the whole space. Now in gameplay wise wouldn't this make it harder to a executive to escape when the office is being invaded or do you have like an airlock or something that takes a moment or two before people are allowed into the executive's office?
|
|
|
Post by Rob on May 28, 2017 22:35:24 GMT
Good spotting! The lift mechanic in the last game really worked well in both terror and excitement and would really love to try and get that into this game too. The layout of the office is not set in stone so some sort of airlock or slow moving door might work really well.
|
|
|
Post by theDemolisher13 on May 28, 2017 23:44:04 GMT
You're welcome I just remember watching a bunch of videos and from personal experience that the lifts system that would sound the alarm that basically told you hey idiot CEO you got about 10 second before someone comes in here to kill you. Really came in handy to a lot of players and help keep things interesting.
Now I did noticed you had a lot of unused space below the office one idea you could do is add a security room down there and with a push of a button the executive whole desk will be lowered down into it. But to stop players from abusing that you can make it that the elevator can only go one way once every 10 minutes and if you combine the multiple levels idea with this you can also make it mandatory that the security room is connected to a lower level and for a cherry on top why now also add a escape pod down there.
If the executive uses the escape pop he will be a sitting duck out there in the depth of space but their nearest ship will be automatically told to pick them up. But the pod can be destroyed by an enemy ship or while in the security room the enemy robots could go out an airlock and try to critically damage the pod from the outside while it's docked. And if damage enough they could have it explode upon usage or the pad falls out sucking the CEO out into space where in both cases they die.
|
|
|
Post by theDemolisher13 on May 30, 2017 4:35:51 GMT
Watch video before reading questions. Questions 1. Is this suppose to be a assembly line for infantry, goods, a bit of both what is it? (First two screen shots used in video) 2. So if it is for infantry I take it once the unites are made on the assembly line they are move into the airlock and then into the hallway that connects to the main base? (Second screen shot used in video) 3. Also what is this room off to the right used for in the second screen shot used in the video? 4. Is the in the third large structure screen shot used in the video with the horizontal beams a ship construction facility, large ship docking, or something else. 5. Is the large hanger area in the front of the third screen shot meant for all small ship usage including trading?
|
|
|
Post by Rob on May 31, 2017 10:39:20 GMT
Hi, happy to answer the questions: 1) Yes this is an assembly line that produces Bots, there is a separate line for goods which isn't in the screen shots. You can walk around both and on the goods assembly line you can see your company name and logo appearing on the crates that are manufactured.
2)Yes they pop out straight into the factory.
3)This is the hanger bay that ships can dock inside.
4)This is the ship yard used to manufacture larger ships.
5)Yes, this is for small ships such as mining ships, trading, scout etc.
I will see about allowing you to post pics, I didn't know it was disabled.
|
|
|
Post by Admin on May 31, 2017 10:56:09 GMT
Hello, attachments have now been enabled as well as linking to images too.
|
|
|
Post by theDemolisher13 on May 31, 2017 14:00:22 GMT
Hello, attachments have now been enabled as well as linking to images too. Well it seems linking is working, but I still can't upload pictures. Eh all well I figure out a way to make it work. Anyways thanks for replying Rob. Hmm which makes me wonder hey Rob which do you prefer me just typing up the questions, posting a video with the questions, a bit of both, or it doesn't really matter to you?
|
|
|
Post by Rob on Jun 2, 2017 11:37:40 GMT
Typing is easier as its faster then watching a video. I think theres an attachment button which should have appeared in the top right, but only when starting new threads or when you press the reply button rather than a quick reply.
|
|
|
Post by theDemolisher13 on Jun 13, 2017 2:37:49 GMT
If I remember right you talked about some kind of jumping or something around the map as it kinda like broken up into sectors kinda like what sins of the solar empire does. Is that correct Rob and how does it work more exactly?
|
|
|
Post by Rob on Jun 19, 2017 20:24:34 GMT
You travel between systems by flying ships to a nearby fracture point and then they engage their drive and fly to the next system. This is of course and automatic process if yo tell a ship to fly to another system. (screenshots are subject to change)
|
|
|
Post by theDemolisher13 on Jun 21, 2017 5:52:25 GMT
You travel between systems by flying ships to a nearby fracture point and then they engage their drive and fly to the next system. This is of course and automatic process if yo tell a ship to fly to another system. (screenshots are subject to change) First wow new screenshots! (that are subject to change) Second ok it is similar to sins but is still unique in it's own way. Thanks for sharing this with us Rob.
|
|
huehuehue
Junior Member
who is this asshole lmao
Posts: 54
|
Post by huehuehue on Jun 29, 2017 5:36:03 GMT
You travel between systems by flying ships to a nearby fracture point and then they engage their drive and fly to the next system. This is of course and automatic process if yo tell a ship to fly to another system. (screenshots are subject to change) first off, could there be more screenshots? second off, what is the value(in terms of troop quality) of Ironite? finally, are the Iron Chunks in EA1 actually Ironite?
|
|
|
Post by theDemolisher13 on Jul 6, 2017 4:30:31 GMT
Hi I'm back anyways I just wanted to talk about this screen shot a bit if you don't mind. Now if you look to the bottom left you can see there are three Alerts for the station and we probably already know what Green and Red Alerts are but is the Yellow Alert suppose to be where everything is kinda in a hybrid mode of sorts where we need to lock the station down but not completely and still let some goods be processed but at a slower rate then usual or is it something completely different? Also what are the advantages to Yellow Alert that would prevent players from just skipping it in general? Also what's the point in closing a door if you're not going to lock it? Sorry if I'm nit picking this too much, it must be quite annoying having fans keep questioning every little thing you do in the game and I'll try my best to respect you on the most part here. Lastly I see you did incorporate some floors into the game seen in the CCTV Attachments:
|
|
|
Post by theDemolisher13 on Jul 9, 2017 18:28:52 GMT
Hi Rob me again anyways I know you've mention hacker bots being in the second game before or at the very least I think you've mention it. So what I would like to ask A are their hacker bots in this second game and B are they limited to what they can do like in the last game or have you greatly expanded what havvik they can do to a enemy base/unit of some kind?
|
|
|
Post by Rob on Jul 10, 2017 20:28:42 GMT
Its no problem, ask away as I can tell you are very excited about the game Closing a door works similar to the first game where if a door is in a closed state then only your team can open and close it, locking the door locks it to everyone including your team. The alert systems are more for Executrons and power management as it makes a station wide announcement when you change the alert condition. I guess you would set it to yellow if you were under attack by protestors but they arn't really going to do much so just a warning that the defence grid might activate. Think of the reasons Star Trek had yellow alert I guess, as CEO of the station you can decide really why you would want to issue Yellow alert and not red. Hacker bots will be much better at hacking open doors and yes also with far more buttons and control panels littered around the station I am sure they will be able to cause more chaos.
|
|