Posts by Dave.Synk

    Regarding the anti-gravitational field. The Ancient maya had some "flying-boats" called Manas if i am not wrong. Proof is that this kind of technology isn't very hard to achieve, it was lost in time, but if the modern scientists find a more practical then theoretical way to create this kind of tech, the humankind can proceed it's Conquest of Space.


    http://www.youtube.com/watch?v=lw9-ZaoCG5A


    This is a small clip showing a method of interstellar travel that can save our great problem in space. Regarding that Star Trek is just a sci-fi movie, the Warp technology can be very real. Imagine a bubble with the capacity of compressing space-time in front and expanding space-time behind it.



    And also regarding the Anti-matter .. in the near future, humans can develop ways to use Antimatter as a prime energy source. Still a gram of antimatter in the entire world, isn't a good start, but progress is made day by day. Remember that the Japanese created the first fusion reactor. It was stable for some minutes, but produced 10.000 megawatts power !


    http://science.discovery.com/v…nce-using-antimatter.html

    MMO Sanctuary's Head writer Caleb Thompson pose some questions in an interview with Assistant Product Manager, Christian Schuett, of Gamigo.



    Q. What was the basis for creating Black Prophecy? Is there a particular IP behind its theme, or is this simply an entity of its own?

    A. Black Prophecy was completely developed from scratch. Originally planned as a single player game, Michael Marrak created a dark and dense universe which was the foundation for the overall game design. In the further course it was decided to make Black Prophecy a Massively Multiplayer Online Game to get the very best out of its tremendous potential.


    Q. According to our information, Reakktor has been developing Black Prophecy since 2006. How have you or they had to (or chosen to) change the game over that time period to keep up with the advances in online gaming?
    A. Except from changing the game concept from a single player to a MMO, there were no major changes to the game and technical design. When gamigo came on board as the publisher, we brought in several own ideas, e.g. a crafting system, to enrich the gameplay. However, the dev team also always strives to utilize the latest technology and methods within the development process.


    Q. Reakktor and gamigo are located in Germany. Do you plan to have European servers only, or will there be other locales (such as North America)? If you do plan on multiple server locations, where might those be?
    A. gamigo owns the global publishing rights so there are indeed plans to also offer regional servers, such as in North America, Asia etc. but those plans are not yet fixed in stone.


    Q. Many of our users have speculated Black Prophecy may parallel aspects of EVE Online too closely. Can you clarify this subject and enlighten our users as to the core differences with your game?
    A. Since Black Prophecy is a space game, it is obvious for many players to make such comparisons. However, both games are differing quite much in terms of technical gameplay. Black Prophecy does not utilize classical point and click combat but possesses a real-time first person combat system. This means that your personal skill is much more decisive for the outcome of your battles as you are controlling your ship directly like e.g. in a first person shooter. Also your skills do not have any kind of influence on your ships performance as they simply determine if you can use an item or not.



    Q. Black Prophecy focuses on action-based gameplay. How do you think the players of typical "click and wait" MMORPG's will adapt?

    A. That depends quite much on the player’s personal computer game preferences if he or she can or wants to adapt to Black Prophecy’s fast-paced action gameplay. If you are also a fan of action-based first person shooters then you will definitely want to give it a try.


    Q. Currently, Black Prophecy is listed as a “Free To Play” game. Can you tell us more about the details of your business model? Will there be an "item mall", or other purchasable premium content?
    A. Black Prophecy will be completely playable without the necessity to spend a single cent. However, this will take decent amount of time to reach the current level cap. If you want to accelerate your progress, you can buy items that e.g. give you more experience points over a certain amount of time. The idea is to basically make the gameplay more convenient for those who cannot invest huge amounts of time. On top of this we will also offer vanity items that have decorative purpose e.g. to beautify your ship.


    Q. The graphics visible in the screenshots for Black Prophecy are quite amazing. Have you created the game using a third-party graphics engine, or is this something you've created from the ground up just for this project?
    A. The engine used for Black Prophecy is the Gamebryo engine which was already utilized in games such as Oblivion or Fallout 3. Taking this engine as the foundation for Black Prophecy, the dev team adapted many parts of it to fit the development needs and requirements.


    Q. According to the Black Prophecy website, “Players can learn and execute breakneck flight maneuvers. “. Is this an ability-based action that will be automatically flown, or will it be something controlled by the player's mouse/joystick skill?
    A. It’s a part of both. Black Prophecy will offer various different kind of maneuvers that can be performed by triggering specific key combinations (e.g. up, down, right, left). Once the maneuver is triggered the ships is automatically performing the maneuver. Which maneuvers you can trigger depend on the “Tactics” skill of your character. The more points you spend in this skill the more, sophisticating maneuver your ship can perform. However, in the end it’s up to the player to find out the available key combinations which additionally creates a kind of competition between players.



    Q. Clans (a version of typical MMO guilds) will be able to make their own “Clan Housing”. Will this be a major undertaking for the clan, requiring a large amount of resources/capital, or will smaller clans also be able to afford their own housing?

    A. Each clan will receive its basic space station upon creation. Yet it is to be determined if you have to make a special mission or perform a similar action to obtain the station. With this basic station as foundation clans can expand the station with additional modules such as living quarters, ship yards, etc. Obtaining these modules will of course require larger amounts of resources and credits in the end if you want to have a very large and well fitted space station.


    Q. What is the advancement process like in the game? Will there be character levels or classes, or are players capable of freely spending skill points to create a custom style? How are the characters' ability to fly certain ships dictated?
    A. Black Prophecy will offer an intuitive skill system in which you earn experience points by shooting down enemies and accomplishing missions. Once you reach a specific amount of experience points you gain an additional character level. For each level you will receive a number of skill points you can distribute to your character’s skills. Those skills determine if you are able to assemble an item to your ship. For example, if you have a level 6 Laser cannon you will have to spend 6 points in the skill “Energy weapons” and so on. With this system the player is not forced into the classic role model (Tank, Damage dealer, Healer, Support) but can flexibly adjust him/herself to the current combat situation.


    Q. With such a focus on action-based flight, many players will be looking into the PvP component of the game. What kinds of PvP combat are available in Black Prophecy?
    A. Player vs. Player combat will play a big role in Black Prophecy, especially in the endgame content. For this Black Prophecy offers different kinds of PvP missions but also open PvP combat. While team or clan PvP will be held in separated instances, open PvP will be available in the open world sectors in which players can simply jump in and take part in the battles.
    A specialty of the PvP missions will be that, e.g. a team of a faction can start a mission which then appears on the other faction’s mission terminal to be accepted by an enemy team.



    And a bonus from Gamescom :


    http://www.youtube.com/watch?v=jO6qeZ01oW8


    Closer and closer to this brilliant mmo ...

    I've seen on multiplayer the /mission type of online play. So i can play with some friends in cooperative mode the SCP campaigns ? I searched for some new missions and i saw that there are Singleplayer ONLY. So i guess i can do it right ?

    Very nice ! On Disco i've got some medals with my friend's faction. Time to take some here heheee :D but these are harder to achieve, still i could help you with the Wiki sometimes and i can write something very interesting... stories, rumors and others like them pretty much in RP style, but very attractive as i say again. :D

    Yes because it's "time-eater" a more advanced or ingenious way should be considered... i hope BW will do a great job as they did with the 2 games

    Well most of the accidents which involves a long period at hospital are caused by drunk-men. I am afraid he was a victim of a car accident, that's why, because how could you provoke a big accident and hurt so bad yourself ? I mean there are enough ways, but i don't see such things often. Regarding car crashes.... you drive with no fear, waiting at a stop and them omfg a stupid a**hole comes and hits your very bad. Anyway i hope isn't something extreme like this....

    Oh god... what a terrible thing :S . I hope he will recover very soon . F*** the one who put Haegar in this condition. If i knew him ill shoot his head off my-self because i've seen many accidents ( car crashes).

    I've noticed some features in the Old Freelancer video, that are not present in the current release, like docking and seeing the insides of the base. The part with Pirate was that docking scene inside Cadiz, and wow i could saw the city from outside, that's something... Still it had many Starlancer influence like the HUD that's very similar to Starlancer. It seems the Freelancer SDK is capable of many hmm... too bad MS doesn't release it...

    I've also played Sins Of a Solar Empire with some friends. That game is very cool aswell, there is another , similar to this one... Swords of the Stars ? Yeah i think is that. That even offers "ship design". Well if we will play Sins, maybe i can bring some friends too :D, and do a galactic warfare at massive scale !

    I bet you all played nexus and loved the epic scenarios of distant stars. While there are no active multiplayer servers, i was thinking to have different LAN matches with different game modes. When we all need a "break" we can have some friendly matches in this beautiful tactical space sim. All of the SWAT Portal members are invited !


    You think how can we play it LAN ? Simple, we will use Tunngle, a VPN program developed for games that supports LAN, an advanced version of Hamachi as i can say that. You can post here your ideas and other things so we can have a great time with this old but gold game :) . Cheers !