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2004-07-09, 11:42 PM | [Ignore Me] #286 | ||
Corporal
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haha =) I'm in the same hole, my brothers playing PS so I can't =/
To be constructive, I was surfing your site and found an error... On the TR News page, the Prowler specs are wrong =) it says 2 man crew, and since Smoke says the prowler is getting 15 MMs then its even more wrong! Last edited by 7ruth; 2004-07-10 at 12:39 AM. |
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2004-07-10, 12:42 AM | [Ignore Me] #287 | |||||
Interesting idea too on dynamic help among small groups. Probabaly encourage Hack Teams.
After that I really really have to get Urban Outposts up on the site. It's been long enough already, I gotta get cracking on it (but it's just so massive a concept, I'm a bit anxious about explaining it all). |
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2004-07-10, 01:13 AM | [Ignore Me] #288 | |||
Major General
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Have we already heard the gist of Urban outposts in this thread, or is there more to it? Final suggestion for the "primitive emplacements". The ability to make a lockbox independently of the storage-cover. I came to a conclusion as to how helpful this would be in bases where I'd want to stash ammo in pecular places... like on the wall of a base. Maybe make such a deployable lockable. Something I'd really like to see down the line: Better lock system. Individually lockable seats, multiple permission filters, and variable trunk access. Think you could squeeze this in way at the end of the list and possibly see it sometime next year? Alternatively, I could do a write up and hold on to it until the idea emporium pops up.
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2004-07-10, 06:53 PM | [Ignore Me] #289 | ||
Corporal
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I can agree with alot of what you say, but urban areas I'd really like to see.
Are they going to be 'true' urban, paved roads and 20 plus buildings? We've all experienced the half-assed and backwards version of 'urban', fun but not urban. I really expected to see anchient cities there, like was in the concept art =( Still I'm eager to see your ideas, what ever they maybe =) |
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2004-07-11, 12:04 AM | [Ignore Me] #291 | |||||||
A deployable lockbox would be interesting, but remember, none of my deployables can be built on or within a Base because they'd obstruct things. Maybe there could be a special lockbox built into the walls, where you could store stuff for later use. Not sure if that would be matrix based like the lockers or that-location-only type of thing. Another idea is allowing all those sandbag-type boxes to hold stuff, as sort of an out-door locker. I'd have to think about that one.
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2004-07-11, 01:37 AM | [Ignore Me] #292 | |||
Major General
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Yeah, the locked dufflebag idea was mine from when I specialized your inventory additions. As far as the deployable lockbox goes, I was thinking that as long as you didn't place it in doors, you could place it inside. Or prehaps against a wall?
Guess you'll have to design a new permission screen to encompass emplacements, vehicles, and any dropped dufflebags.
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<Doop> Last edited by EarlyDawn; 2004-07-11 at 02:51 AM. |
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2004-07-11, 09:36 AM | [Ignore Me] #293 | ||
General
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I'm sure there are a lot of great and wonderful ideas in here, as well as a lot of retarded only-a-complete-moronic-idiot-could-think-up-this-stupid-idea kind of ideas here too. I just want to know what the current ideas are, seems to me that they're about hacking, urban areas, and external "lockers."
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2004-07-11, 12:32 PM | [Ignore Me] #294 | ||
Sergeant Major
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I don't know if this was mentioned earlier, but I would like to see a feature on the lockers where you can type in a character name and grant them access to your locker for a period of lets say, ten minutes. So then when they go up to a locker anywhere in the world, they have an option when they press g to either open their locker, or your locker, which you just granted them access to. This would make it much easier for weapons trade or giving everyone in your squad a MCG while they run around a base during an invasion where the spawn room is overrun. (they access and grab the MCG from the room below/next to the spawn room)
oh, and btw, the ideas are great (I read page 19 & 20) and they sound really cool. That hack indicator looks sweet. |
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2004-07-11, 02:24 PM | [Ignore Me] #295 | ||||
Major General
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"Hey Jim, if we don't get those turrets back up, we're screwed. I've gotta stay here and keep building emplacements for the infantry. Go to my locker and get two glueguns. Passcode is 45100" The locker access could simply be based on your character name, then you have a PIN you could give to people, and change.
The current topics are the Urban Areas, Empire Tech Levels, Outfit Headquarters (Continentally Based), Outfit Barracks (Sanctuary-based customizable rally points that outfits can upgrade with the facilities that would help their outfit, like training facilities, vehicle storage, ect), and inventory changes (Personal container types, each with their own unique properties, plus locker upgrades.) I'm just curious as to what Hayoo has in mind to let us buy for the Outfit Barracks.
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<Doop> Last edited by EarlyDawn; 2004-07-11 at 05:20 PM. |
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2004-07-11, 08:18 PM | [Ignore Me] #296 | |||
Corporal
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Just remember TR are probably capitalists =) new world + undeveloped = money! -=Edit=- Heres some cool concept art, wouldn't mind a good sized city to fight over =P Last edited by 7ruth; 2004-07-11 at 09:19 PM. |
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2004-07-12, 01:04 PM | [Ignore Me] #297 | |||||||||
It's safe to assume that Outfits will be able to customize their Barracks as their 'home and headquarters' with different types terminals, room items, storage options, training options, outdoor items, vehicle facilities, etc. These customizations can only be used by Outfit members, and Alliance members if they've set that permission. (Yes, this is assuming Alliances will make it into the game).
That's another thing that confuses me. Empires. Just how big was this expeditionary force that it was large enough for them to declare Imperial status only a short time later? If the wormhole was open for 30 years, we could assume an immigration of a population. But with the wormhole closing immediately...just how many kids can you have in 30 years? I checked out that concept art site and it's very impressive work. |
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2004-07-12, 01:31 PM | [Ignore Me] #299 | |||
My question is how many were in the original Expeditionary Force? 5,000? 10,000? 1 Million?? Did they bring children? Did they have children after becoming stranded? Did they use accelerated growth? Did they induce creation of twins, triplets even? Did they use cloning? What methods did they use to increase the population base necessary for each side to be called an "empire" rather than "nation" or "faction?" Or did the old Terran Republic originally send enough personnel to split between 3 empires? Or...and this would be extremely frustrating...did the Devs just pick "Empire" as a name for each faction because it sounded cooler? I'd love to get my hands on Smoke's Fiction note for the game to answer all these questions. |
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2004-07-12, 01:48 PM | [Ignore Me] #300 | ||
Major General
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Well, I'd imagine that reproduction is impossible since you're essentially reborn out of nanites the first time you use a warpgate. However, prehaps that's what the biolab tubes are all about, cloning.
I'd say somewhere in the range of 40,000 people went through.
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