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NotScrollsApparently38 karma

Thanks for doing this AMA!

Can you tell us more about player's "health"? Is it going to be like in older FPS titles where you have a set amount of hit points (take 100 damage and you die)?
Is it going to be specific to body parts, like in Fallout for example?
Or is it going to be like in Arma/DayZ, where you don't take damage but "bleed out", so even if you're shot down and unconscious, someone can come to you and fix you up?

Basically, how difficult is it going to be to die? Does it happen with one sniper shot, with one shotgun blast, one stray bullet, or will dying be a lengthy process during which other players can drag you to safety, fix you up (or at least stabilize you) even after you're knocked out?

NotScrollsApparently3 karma

Do you have any plans/ideas on how you're going to make that work (constantly adding new stuff for people to discover)? I imagine there's a limit on how many new jump points or solar systems you can add before the universe becomes too big or too much for the servers to handle. What happens in a few years when most of the trade routes are already established and the universe is mapped?

Kinda related to this, are discovered jump points permanent?

NotScrollsApparently2 karma

What determines when is a player defeated in combat? Do ships have "hit points" and when they fall to (or below) zero your ship automatically explodes -like in freelancer - or is it going to be more realistic like in War thunder (WW2 airplane dogfighting) - meaning that you can take practically an unlimited amout of damage if it's on a subsystem that's not vital (for example, shoot my wing for an eternity but you'll still only damage that wing).

I opened this topic a month ago if it's not clear what I mean, I go into more details there... I think it's an interesting concept, it's much more immersive if you can "win" a fight by placing a bullet through the cockpit rather than having to do the same amout of damage every time to blow the whole ship up. Not to mention that in the first scenario, you still have the ship wreck to explore and salvage!

NotScrollsApparently2 karma

Have you ever considered changing the damage scaling system (damage players inflict) to "logarithmic" rather than "exponential", in terms of progression, or is the big gap between newbie and veteran players in terms of power an intentional design choice?

NotScrollsApparently1 karma

In regards to pvp toggle switch, will it be possible that industrialists can just keep this on "off" forever, therefore making it completely impossible to ambush them (at least in higher security systems), or will there always be an associated risk when hauling precious cargo?