For a million$ you can have whatever you want I would think…
lol, nice catch, yeah I meant 1000$ obviously.
I’m doing everything I can. And will continue to do so for the next year/s with funding via your website. Hope that’s ready to go very soon after kick starter.
I think I’ve almost wrung just about every pledge possible from the Star Citizen and Elite forums. Although some just today have posted they have pledged. Sunday/eve is a good day on those forums for thread views.
Maybe…
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Has the BBC presenter and tech journalist Kate Russell tweeted back at anyone yet. Have the dev’s reached out to her yet? she loves Elite Dangerous and has a massive following of space game fans.
And, maybe Wingman (Eric Peterson) and some of his fellow ‘Decent Underground’ dev team could get into the prototype for a live stream ? that would be good PR. And he said he would do something. What though, I have no idea. Might be something small, might not. Depends upon if he and his decent underground team like the prototype. I’m betting they will.
But to maybe suggest this. Give his dev team a day or two to get used to the prototype and then have a
’dev team’ vs ‘dev team’ live stream.
In fact, why not try for other dev team vs dev team live streams ? games in current development.
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More dev live streams would be good, talking the game up like Bluedrake42 did. Once a night in European and US time zones if possible. Just an hour a night. Certainly twice a day over the weekends. Add them as updates, tweets facebook posts etc.
Yeah! They need to make something that will make big game websites like IGN WANT to write about this. Make a good video that they can put up, Add mystery to make hype and speculation about the game. Make people excited!
You guys mentioned that you may look into making the $100/150 tiers more attractive. Considering the average pledge right now is $58, I feel like many people might increase their pledge to these tiers, even if it’s just for something like another bobble head. I realize that more rewards means more resources, but non-personalized digital assets are obviously (I imagine) the most cost effective reward.
I have an idea for a new reddit thread.
One where no one mentions the KS or the KS link.
A technical discussion based on your own thread here about orbits and gravity.
Adding in gas giants and how to fly into the cloud layers, the pressure and types of storms one would encounter.
And also drawing in the core of this thread on the SC forums about planetary transitioning…which also goes for gas giants.
https://forums.robertsspaceindustries.com/discussion/292230/how-planet-transition-should-be-from-a-game-doing-it-right/p1
My idea is that there are a lot of very clever people posting in the Orbit and Gravity thread here, so why not carry that over onto reddit as a technical discussion. And work into good short paragraphs ‘when comparing Elite to battlescape’ etc. Just using the games title and at most just using the website url http://infinitybattlescape.com/
No mention of KS. And for some of you to start the reddit and others here asking and answering questions. The technical the better.
And see where that leads. But just shut down any mention of the KS. Just use the games name when comparing to SC and ED for orbital and gravity mechanics, and just http://infinitybattlescape.com every now and again.
Let people discover the KS page naturally.
I know nothing about orbital mechanics and gravity, but I’m betting a lot of you clever peeps do and so would reddit users. And just let people discover the KS page themselves.
Is this idea any good? you’d need a good number of people here to agree and to give their time to get the thread started with some juicy topics to discuss.
We have some ideas that we’re working on.
IMHO, the biggest issue with the (prototype) gameplay videos is the lack of any health indicator for the targets. So people shooting (and watching them shoot) have no idea if they are having any significant success or not. I think that is the root of why many of the streamers don’t bother to have proper (prolonged) fights (to the death), and also why videos of battles are less exciting than they could be.
Granted it may be a little difficult to fix the issue with only 2 weeks left, but I mention it just in case…
I wouldn’t call it an issue. Whether or not it’s the team’s intention to add health indicators at some point, realistically you would never have that information readily available. Combat always has and likely always will rely on your own eyes to determine your effect on the target (unless you could only see the target using radar, in which case it would only tell you if they were down or not). With that said, I realize that seeing your target’s health is a gameplay feature and not always meant to represent a plausible mechanic.
Personally, I would prefer a system whereby the target’s health is indicated by dynamic damage effects, whether they are random or collision-based. I don’t want to know my target’s exact health as a percentage conveniently displayed at all times in my cockpit.
@AusQB
Realism is a poor argument about whether a feature should be present or not in a game (unless that feature has little impact on whether the game is fun or not). IMHO.
I did say that the more realistic approach was just my personal preference and I acknowledged that almost all games use health bars regardless of whether they are realistic or not. However, and Keith has stated that I:B does fall more towards a simulator than a game, I would still advocate a more immersive system.
I personally find it more fun not knowing how much ‘health’ a target has. A little uncertainty opens up a whole ream of possibilities and situations that would be avoided otherwise.
It turns ‘i’ll just sit here waiting patiently while their HP goes down to 0 faster than my HP goes down to 0’ into ‘Oh geez, don’t chicken out, DON’T CHICKEN OUT!’
IMHO, that was outstanding. When you don’t know for sure, you face the fog of war. You guess. You doubt. You hope. You gamble. That stuff just doesn’t happen when you know for sure that the enemy is there and he has a certain number of guys with him and they are in specific ship types and they have specific armament and you even know the names of the pilots.
Players should doubt.
Edit: What Naiba said.
I like the no health indicator, I don’t like the uncertainty of hits landing, that needs better visual queues.
I posted this in another thread but I’ll say it here. Many ppl in this thread have said you guys need to sell the dream, and I think this one statement given by Keith in the AMA sums it up short and sweet:
We’re working to recreate the epic space battles seen in popular movies and TV series such as Star Wars, Serenity, and Battlestar: Galactica. Combined with our ability to handle seamless planetary transitions and our focus on perfecting space combat we’re going to create a well polished experience that really distinguishing itself from other space games. Our technology by itself provides an unforgettable experience and the media types that have received the prototype have spent entire days just flying around and exploring.
The first sentence could be a huge bold impact quote at the top of the KS page IMO.
I also believe this statement from your 80 lvl interview gives a lot of credibility to the engine and should be included somewhere on the KS page as well:
*This engine represents the biggest leap in game technology in 20 years. If you look at mainstream games today, they are built on the same techniques that built DOOM in the early 1990s. At the core of today’s engines, it’s quite similar. For example, CRYENGINE 3 I think its limitation is 3 km x 3 km, and they are level based. You’re essentially building these 3D blocks – this is the same for Unreal Engine, CRYENGINE, and Unity – and these 3D blocks get unloaded and another one gets unloaded if it was already there. That’s how levels work. Levels from an engineering perspective work by and large the same way as they look to a player.
We have broken through that barrier with the I-Novae Engine. Not only have we removed the need for loading screens, other than at the very beginning we have an initial loading screen, but we have done that with environments that are of an unfathomable huge size. At that point, there’s nothing you can’t do from a creative perspective. Whatever type of game you can possibly conceive of, you can build with our technology. We’re building the technology so it can be applicable to a whole range of games whether that be an RPG, FPS, RTS, anything.
I think it would definitely be an interesting addition to have a support ship class that has some sensor ability to probe that type of information. Maybe it might not be an exact second-to-second representation of that target ships status, but it would provide some level of information regarding the targets current ability.
That’s a great idea.
Could also work as a team wide sensor upgrade, if those type of upgrade trees are planned for some commander role to be working with.
Picking between stealth, sensors, defense, offense, speed, power, can work really well in these kinds of games. See NS2 for a game with similar teamplay/resource goals as battlescape with a commander role and upgrades.
I was thinking of some sort of computer system voicing out damage. No numbers but maybe something like…
“Target has suffered some glancing blows” >80% health
“Target appears to be critically damaged” <25% health
“Target’s power subsystems appear critically damaged” <10% or 5% when you actually lose power etc
Obviously there are many more varieties of phrases for different levels of health.
Something like that. Don’t explicitly say the amount of “hitpoints” left just have the computer give some sort of indication based on its sensors?
Natural Selection 2 is almost identical to Allegiance. All those games (NS1, Savage, etc.) are based around that same model of a commander, upgrades, different units / equips. I imagine an I:BS that integrates those concepts as one of the more amazing games I’ve ever played - except that it’d be on a previously unseen scale of awesomeness.