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Messages - Blaze

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136
Development & Discussion / A Game of Chance - feedback
« on: February 10, 2016, 09:44:44 PM »
To read the story, head here: A Game of Chance (fiction).

A very nice story. Would love to read more of it. It would be quite cool (to us who have read the story) if you implemented all the characters from the story into the game, whether as high ranking Officers or as "just another UNION ship".

Got a few questions, though, since before the story the text says "Everything in the story below is based on the gameplay mechanics of UNION".
  • First time I've heard of a "polywell drive". Googled it. Will you use that in the game?
  • In Artemis it's a bit hard for two officers to communicate without everyone else hearing them, and there are things that noone else needs to hear, such as the frequency of enemy shields that Science Officer tell Weapons Officer. Will there be a way to circumvent this in UNION? For example, through consoles themselves? In the story, Tactical Officer Bedford used knowledge gained from Science Officer Kalt, without Captain knowing there was a communication. If you didn't already solve this issue, I think it would a great idea to implement prescripted communication between stations. In the story, that would be an option on Tactical Officer's console to ask the Science Officer for the weakest part of the enemy ship. Also, it would be nice if the Science Officer could send such information, without being asked for it. I would like to have this without a chat function (not everyone is a fast typer), but rather via a menu of sorts.
  • Are "klaxons" anything in-game specific or is it just flavour text of the story? What will happen when the ship is hit? Will it be different it the ship is hit on shields (the crew and the ship probably shouldn't even feel that hit) and on the hull (the ship can now shake and the crew should feel it)?
  • Will we be able to see what the enemy's hitting us with, frequency wise, as it is in the story?
  • The Helm Officer Marriat said she bypassed safety limits on the maneuvering thrusters. Will something like this be possible in-game? Can you clarify? This could have massive repercusions across the bridge.

137
Development & Discussion / Re: Engineering Power Wheel
« on: February 10, 2016, 09:33:27 PM »
Thanks for the mention for the idea, I appreciate it.

A good video, but I do believe you should try to explain the logic behind splitting power source for an equipment node from the reactor nodes a little better. It's clear to understand how it works, but I'm not exactly sure why. Why doesn't it work the other way around? If an equipment node is overloaded, why will the impact of the chain reaction be lessened if there are more nodes? Is it simply because of the number of power received from each node? If that's the case, then there is still a chance to have one or even both reactor nodes overload and fail. That's not good. Or is there a minimal number of power on that a reactor node needs to feed the equipment node in order to be overloaded?

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