Tecton
Tecton
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(Quote) 1. Attacks are directly targeted at the ship, yeah, so they won't miss and potentially cause friendly fire.
2. It is theoretically possible from a technical standpoint.
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(Quote) 1. Not overly expensive, you could scrounge up enough marks in a weekend easily.
2. You can have/run multiple clans, yes. There is a cap of 10, but we'll allow you to expand on that.
3. You can set them to be hidden, as well… -
(Quote) 1. 75 is the level cap, yes. Unlike most mmorpgs though, the game doesn't start at max level, everything is available all the time!
2. Yes, the main questline goes all the way up to 75!
3. There's multiple hundreds of other … -
(Quote) Yes!
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(Quote) I missed this between Groot's massive wall of questions - see the answer directly above for this!
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(Quote) 1 + 2) You can change class with no lesson loss up until you've invested 50% of the max number of lessons in a single class skill. After that you get 50% of your lessons back. You'll be given a warning when you're about to cross this …
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(Quote) *gets another coffee*
1. Pretty quickly, we'll be busy enough working on the game to run player orgs for them!
2. No plans for a bardic contest right now, maybe down the road, but no promises.
3. Every class has a… -
(Quote) 1. 5 classes for launch, with 3 skills in each, with 20 - 40 abilities in each skill, 4 general skills with 10 - 25 abilities in each (2 learned, and then hacking and captaincy), 6 tradeskills with 5 abilities each (pick one of the 6)…
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(Quote) 2018 is still the plan!
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Welcome aboard, @Itheer!
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(Quote) No plans for any form of "out of suit" viability for BEAST class at this point in time!
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(Quote) Players can gather resources, refine them in refineries, then use those raw materials in autofactories to make anything from ammo batteries for laser cannons, to missiles, repair bots, and other resources needed for various elements o…
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(Quote) You go into the red, so any marks you make go to paying off your debt. Going negative only applies to cloning, since we don't want that being blocked by lack of funds.
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(Quote) Most elements of the economy work on supply and demand, yes! Cost of most goods sold on stations is static, but they're just a fallback in the event of no player-generated supplies.
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(Quote) They definitely require prep, nothing major though, although if you have the time to set up a ridiculously elaborate network of turrets etc, you have some advantages! For unexpected PV*, you're not going to be screwed assuming you hav…
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(Quote) That's what the admin will just be cruising around on.
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(Quote) The link that @bairloch posted contains a bunch of information on death, yep!
Penalties for dying - you lose some XP, which you can get… -
(Quote) Combat is quite sticky, you can't just walk out of the room/run while in combat with players or NPCs. If you opponent is able to, they will automatically block your attempts to leave (things like being hindered will stop this).
<… -
(Quote) It does have a text logo and the normal rapture versions, then our pretty generic login prompt!
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(Quote) No change there, they'll come, just not for launch.
Cargo isn't really moved around once you land, it's not like crafting reagents on the other games, you just transfer it from your ship to a warehouse and then you can acce… -
(Quote) Definitely something we'd be open to exploring, as I mentioned above in the comment about additional factions, it would have to fit in with our goals and plans, as well as the good of the game, but if there's a long history of great p…
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(Quote) Welcome to the forums! We're making every effort to make things easy for players using screenreaders, everything from turning off visual "frills", through to adding things like easy navigation to handy points in the various areas. Spa…
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(Quote) 1) It's written in a custom c-like language for our proprietary engine, Rapture.
2) Potentially! We're always receptive to assisting with player driven roleplay as much as we can, assuming it fits within our vision and plans, and… -
(Quote) That's definitely an issue we're trying to avoid in SM, yeah. At launch, you'll only have access to one tradeskill per player, so you will still be dealing a lot with other players and their wares. As for the other elements, it's poss…
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(Quote)
If you're both hiding behind the same prop, it's as if you're both not taking cover to each other.
Nothing really like that at the moment, no.
See above.
Yes.
What do you think this is… -
(Quote) Turrets are consumables, yes, you can break down your turrets after combat too, to save yourself some resources.
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(Quote) About 5 minutes, since you get a ship in the intro
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Nothing like that at launch!
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Classes generally have a similar amount of weapons/armor to maintain, only +1 on BEAST and -1 on Fury. Weapon and armor takes damage with use, and require repair, but this is trivial in terms of time needed to maintain them (there's a config option …
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(Quote) Yep!