I understand the argument for corporate hegemony & whatnot, but variety is far better.
I prefer the idea of having house-specific lanes & gates and it makes sense to have them regionally specific.
US, UK, Germany, & Japan all have roads & traffic signs but are all unique to their areas. I figure it would be nice if the idea of regional uniqueness were in some small way represented in game.
(04-13-2017, 10:20 PM)Durandal Wrote: Should these solars, manufactured exclusively by Ageira and DSE, have differing appearances? Would Ageira and DSE cater to the various houses they do business in? If so, how different? Would the change in appearance be strictly cosmetic, ie; differing textures, slightly altered details. Or should they be radically different designs, each with their own unique animation?
There's an American construction company named Bechtel, & they contract to build roads all over the world & their end products are regionally specific because they have to contract with regional governments...so yes, Ageria & DSE would presumably do the same.
I think the changes should just be cosmetic, because I imagine it would be an effin' nightmare to go full-blown radically unique across the board.
(but radical changes past cosmetic would be GREAT!)
If radical changes were introduced a little bit at a time, it would be probably be a much easier pill to swallow as an overall project.
As many have stated before, it would make sense for lanes and gates to be all the same around the whole sector. But what about bases?
Bases should in my opinion be house specific. Especially the old ones like Fort Bush or The Ring/Oder Shipyard, since they were definitely not build by a single company. Basics like docking bays, support superstructure and habitats should look similar in size and purpose. Why make things overly complicated (Simpliest solution is the best...), but take a look at vanila campaign. Bases around Sirius have different, unique interior designs. Look at Kusari. Warrior statues and dragon heads everywhere, while Rheinland interiors are dark green (Obviously). I don't get why interiors are different, but exteriors are all the same.
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There is no reason for bases not to be house specific, hence why I didn't raise the question. Redoing every single base component in the game to both bring them up to modern standards and do House specific variants of them is an absolutely daunting amount of work however, and isn't something I think the art team is capable of taking on at this time.
Let they stay same for each house, except for gallia. There are just 2 factions in vanilla, who actually constructed such items and there haven't been RP about anny customization yet.
(04-14-2017, 08:51 AM)Durandal Wrote: There is no reason for bases not to be house specific, hence why I didn't raise the question. Redoing every single base component in the game to both bring them up to modern standards and do House specific variants of them is an absolutely daunting amount of work however, and isn't something I think the art team is capable of taking on at this time.
Well, it doesn't has to be done all in one. Just start with major bases in front of the capital planets for example.
That isn't how bases work. They're modular, each using individual parts arranged via coordinates in the system's .ini file. I can't just go replacing those one at a time, they would all need to be done at once or you'd end up with some very silly looking bases scattered throughout Sirius.
a rework of the jumpgates and trade lanes would make travelling a lot more enjoyable. House specific textures is meh, not really that important. would also increase work load.
I can imagine the work load would be overwhelming. I only stated that it would make sense for the exteriors and interiors to be of the same design (Here I don't understand why is it not so in vanila) Making the modules have the same size as the original would remove the need of fixing coordinates in the files.
It's the time of the devs, however.
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(04-14-2017, 09:22 AM)Anshur Wrote: Making the modules have the same size as the original would remove the need of fixing coordinates in the files.
You don't understand the problem. Obviously we would maintain the same dimensions so that nothing needed to be shifted around. The thing is, say we update five base parts at a time in an update. Any number of those parts could be used in a base arrangement which is using other modules which aren't upgraded. Hence, it all has to be done at the same time or it'll look wonky as hell which is an incredible amount of work.
Let's try to get back on the subject of gates/lanes/docking rings/other generics found throughout Sirius here. The long and short of it is that an upgrade to base components is out of the question for the time being.
(04-14-2017, 09:22 AM)Anshur Wrote: Making the modules have the same size as the original would remove the need of fixing coordinates in the files.
You don't understand the problem. Obviously we would maintain the same dimensions so that nothing needed to be shifted around. The thing is, say we update five base parts at a time in an update. Any number of those parts could be used in a base arrangement which is using other modules which aren't upgraded. Hence, it all has to be done at the same time or it'll look wonky as hell which is an incredible amount of work.
Now I get it. Thanks for explanation.
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I have suggestion for trade line mechanic :
Make other trade lines to work like Galic Trade Lines .
In non Galic Trade Lines , you can never be sure are you suppose to dock at top or down trade line , which can be frustrating , especially in big ships , while with Galic Trade Lines it is easy : Always dock LEFT trade line and you will never go in "one way street" !