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Co-Op/Adventure Mode Questions

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The Sky Wolf:
#1. Will there be night and day cycles? I would like to navigate with stars.
#2. What's the different Between Co-Op and Adventure mode?
#3. Will we eventually be able to freely fly anywhere without pathways to guide us?
#4. Will my $10 Kickstarter donation made so long ago still be remembered and rewarded?
#5. Has PvE boarding been considered? I'm guessing probably, but what conclusion did they come to?


These are just off the top of my head. Does anyone else have any questions involving Co-op/Adventure Mode?

GeoRmr:
My knowledge from conversations with devs/fireside chats

1. Possibly
2. Coop is pve gameplay, adventuremode will likely use the same pve gameplay as coop but, rather than linear progression and one off fights, battles will affect resources of different factions - sort of like an RTSMMO
3. Sadly no
4. yes, most likely!

MagKel:
1. Adventure mode's server strategy?
1.1 Timer reloaded instance with limited number of players? (Interstellar Marines' Neurogen's Incident)
1.2 Permanent instance (Planetside 2)
1.3 Permanent NoPvP infrastructure for PvP/PvE private instances (WoW)

2. Ship stat modifications
2.1 Instanced (Star Conflict)
2.2 Permanent (Elite Dangerous)
2.3 In-game store (Star Citizen)

3. Clan infrastructure development
3.1 Permanent/Destructible/Conquerable/Setpiece (Planetside 2, Anarchy Online)
3.2 Only private server/Voxel-based (Minecraft)
3.3 GM Workshop tools (Second Life)

4. Marketplace for resources
4.1 In game currency/instant transfer
4.2 RP mechanic/RT transfer (Eve Online)
4.3 Server side/Cooldown based (many tablet RTSMMO)

The Sky Wolf:

--- Quote from: MagKel on April 11, 2015, 07:41:03 pm ---1. Adventure mode's server strategy?
1.1 Timer reloaded instance with limited number of players? (Interstellar Marines' Neurogen's Incident)
1.2 Permanent instance (Planetside 2)
1.3 Permanent NoPvP infrastructure for PvP/PvE private instances (WoW)

2. Ship stat modifications
2.1 Instanced (Star Conflict)
2.2 Permanent (Elite Dangerous)
2.3 In-game store (Star Citizen)

3. Clan infrastructure development
3.1 Permanent/Destructible/Conquerable/Setpiece (Planetside 2, Anarchy Online)
3.2 Only private server/Voxel-based (Minecraft)
3.3 GM Workshop tools (Second Life)

4. Marketplace for resources
4.1 In game currency/instant transfer
4.2 RP mechanic/RT transfer (Eve Online)
4.3 Server side/Cooldown based (many tablet RTSMMO)

--- End quote ---


You play a shit-load of games. Most of those I have very little or no experience with so you can't expect me to understand the references you're making towards their gameplay mechanics and marketing strategies. Interesting though.

The Sky Wolf:
Will we be able to fly massive motherships 10x the size of galleons with 20 heavy guns on each side and have a Ye Olde broadside-to-broadside battle with another mothership? ...Along with a crew of 31.

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