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Old 26-04-2013, 19:41   #21   link
Drennargh
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Fap fap fap.

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Old 08-06-2013, 10:32   #22   link
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Old 09-06-2013, 14:40   #23   link
Dj El Marriachi
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Ik neem aan dat dit een soort Freelancer game zal worden? Want dat zou wel redelijk fantastisch zijn.
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Old 09-06-2013, 14:42   #24   link
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Similar games to Freelancer[edit]

DarkStar One (2004, PC; 2008, XBOX 360)
RiftSpace (2004, PC; part of the Star Wrait series)
Starlancer (2000, Freelancer prequel, PC and Sega Dreamcast)
Star Wars: X-Wing Alliance (1999, PC)
Wing Commander (1990, PC and other platforms)
Elite (1984, C64 and other platforms)
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Old 09-06-2013, 19:56   #25   link
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Originally Posted by Dj El Marriachi View Post
Ik neem aan dat dit een soort Freelancer game zal worden? Want dat zou wel redelijk fantastisch zijn.
Jezus.
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Old 22-05-2014, 22:56   #26   link
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Ziehier een verloop van de ontwikkeling. Fuaaarrkkkkk.







En het beste op het laatste. Check het einde van dat filmpje!

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Old 25-05-2014, 23:27   #27   link
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Niet echt gevolgd tot nu toe, ziet er wel licht zotjes uit.
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Old 26-05-2014, 09:10   #28   link
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Heb dit spel niet echt gevolgd, zijn er al filmpjes van dat je op planeten kan landen etc?
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Old 31-05-2014, 14:05   #29   link
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Op planeten landen is bij mjin weten nog niet aan de orde. Vergeet niet dat het spel nog in alpha is en er gradueel functionaliteit wordt toegevoegd.
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Old 31-05-2014, 22:58   #30   link
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Ziet er nice uit, maar het wordt wel overstemd door al het gedoe rond Star Citizen. Of ligt dat aan mij?

Wanneer moet dit uitkomen?
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Old 01-06-2014, 00:27   #31   link
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http://us2.campaign-archive1.com/hom...2e15-301972205

Wie interesse heeft, kan naar het verloop kijken in de newsletters.
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Old 01-06-2014, 00:31   #32   link
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Quote:
Originally Posted by ExReey View Post
Heb dit spel niet echt gevolgd, zijn er al filmpjes van dat je op planeten kan landen etc?
Quote:
Originally Posted by http://elite.frontier.co.uk/about
The first release of Elite: Dangerous will not mark the end of development.

We intend to continue expanding the game both with new content and new features. A good example of this is planetary landings. We have an ambitious goal for landings to include new gameplay and a rich variety of worlds to explore. To achieve our goal we want the planets to come to life. We also want to add the ability to leave the ships so you can explore space stations or board enemy vessels or even just to look around your own.

We intend to release small, free updates after launch, but major expansions including rich new features will be charged for, unless you have bought the expansion pass, or are one of the Kickstarter backers at the appropriate tier.
Neem ook een kijkje naar de polls die gemaakt worden om te bepalen hoe de spelers graag de gameplay willen zien:
http://forums.frontier.co.uk/forumdisplay.php?f=38
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Old 01-06-2014, 13:00   #33   link
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Originally Posted by Archangelus View Post
Ziet er nice uit, maar het wordt wel overstemd door al het gedoe rond Star Citizen. Of ligt dat aan mij?
Massa's geld binnenhalen met virtuele scheepjes en ondertussen niks uitbrengen?
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Old 01-06-2014, 22:09   #34   link
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Yep, that's the one.
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Old 20-06-2014, 16:38   #35   link
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Quote:
Slawkenberguis: During the Kickstarter we were shown images of ships that were heavily damaged, but still flyable. Is that kind of damage model still something that's still being worked on? If so, have there been any further developments you can share with us?
Yes, it is still being worked on. Major damage, like we showed on the Anaconda in the Kickstarter is coming in Beta. Smaller ships will not survive anything other than minor damage, but the larger ships should still be able to fly (albeit with a ‘limp’) as long as the damage is not to a critical system.

SzaryWilk: Is there a possibility of hiring warehouse space on space stations?
We are taking care of elements that could unbalance the game. We do plan to allow you to store ships (rather than sell or trade them in), but we want to avoid people ‘playing the markets’ with vast amounts of cargo – and the danger is it could become the fastest way of making money, so not at first, at least.
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Old 11-07-2014, 20:21   #36   link
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Jizz in mah pants



Quote:
Adding Fuel To The Fire

In Beta 1 we will introduce the consumption of fuel by your ships. This has some natural consequences, creating some structure to the galaxy. The galaxy is naturally composed of clusters of relatively close-by stars - Sol is relatively unusual in having its nearest neighbour over 4 light years away, which is not the case for most stars. For any given jump distance, groups of stars are naturally grouped into 3D ‘islands’ separated by that distance, and as the distance increases then the islands get bigger and there are fewer of them. This natural phenomenon provides a challenge to the smaller ships with limited jump distances, as quite often they have to go on quite a detour to reach a slightly further destination, or can choose to compromise on what they are carrying – perhaps stripping down their ship a little to make the jump in one. Ultimately it provides a challenge to explorers, especially as you move out of the galactic plane.

Fuel consumption for a hyperspace jump will be determined by the total mass of your ship, the class and type of hyperdrive you have fitted, and the distance of the jump. Stripping some kit or cargo from your ship will extend the range a little, or doing multiple smaller jumps will take less fuel in total. In addition to this, normal propulsion and supercruise also use fuel, though vastly less than for long range hyperjumps. Of course different ships will be able to accommodate different drive types, and will have different fuel capacities.

During normal operation, a small amount of fuel that is proportionate to the demands you are placing on your power plant, is drawn continuously - the higher the power demand the faster your fuel is used. Fuel use in normal space is a good deal less than in supercruise, but even then a single tank will last a significant amount of time. In comparison, hyperspace jumps are extremely thirsty.

You can re-fuel your ship at star ports. Later on in development, there will be dedicated refuelling outposts, you will be able to replenish your fuel by scooping directly from stars and gas giants (but you will find that not all such naturally occurring sources of fuel are equal in quality), and also eventually benefit from the milk of human kindness of your fellow Pilot Federation members who may be persuaded to ‘fill you up’ via a ship-to-ship fuel transfer.

If you get into the unfortunate situation where you run out of fuel, you will have reserve power you can call upon (you will be fined if you use your reserve tank, and will be forced to refill it when you next dock), and if that doesn’t do the trick, a distress beacon to call for assistance. Unfortunately it might also attract those who take a different view of your situation…
Also volgend artikel:
http://www.newyorker.com/online/blog...8bb5-301972205
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Old 15-08-2014, 19:41   #37   link
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http://us2.campaign-archive2.com/?u=...b&e=2fcdf63b88

Quote:
Stellar Forge


One of the things seen in the Elite: Dangerous Beta 1 is significantly more star systems. Many of these have planetary systems around them, formed at much the same time as the star(s) in the system, or captured during the lifetime of those systems.

In Elite: Dangerous, when we are generating a system procedurally, each planetary system is formed from first principles. Bodies are gradually aggregated over a very long simulated time from available matter, taking into account its chemical composition. Depending on the angular momentum, this might begin to form into a single central body, or into multiple co-orbiting bodies.

As the gases collapse together under the force of gravity, matter tends to orbit these bodies in protoplanetary discs, which in turn further coalesces into smaller bodies within those discs. Tidal forces, orbital resonances and gradual accretion of mass gradually change their orbits, causing collisions, collapse and close encounters – which in turn means bodies might capture each other or fling each other into new orbits or out of the system altogether.

At some point the stars in the system ignite one by one, and the resultant stellar winds gradually drive off the lighter non-gravitationally bound gases.





Over its lifetime (different for different systems) close and not so close encounters with other stellar systems may remove outer planets and capture others, and the outer halo of comets and other bodies may pass through the other system, not just causing destruction, but also depositing lighter elements and compounds (like ice/water) on the bodies in the inner system that may have been lost during the heat of their formative years, making water-based life there possible.

The above processes are all modelled from first principles for almost all of our 400 billion star systems by an Elite: Dangerous system called Stellar Forge.





There are some interesting outcomes from Stellar Forge that are ‘backed up’ by astronomical observations – for example binary planets. During the process of the system forming, both catastrophic collisions (as in the case of Earth) and very close encounters can result in bodies in very similar orbits capturing each other into a wonderful co-orbiting waltz.

We see the early stage of this in the Solar system with the moons of Saturn, Epimetheus and Janus which share an orbit – swapping positions whenever they have a close encounter – but this is not stable in the very long term, particularly not in a gaseous disc where the gases are continually absorbing energy. In such a gaseous disc while planets are still forming and the corresponding slowing of the orbits, this is likely to end up with the bodies eventually co-orbiting each other in an ever less elongated orbit.

Pluto and Charon are another example of an asymmetric binary planet (or dwarf planet as I think we should say these days), likely arising as a result of a close encounter or collision of an unknown body with Neptune, but then the pair eventually ending up orbiting each other, picking up other debris from the collision over time.

We have seen pairs of gas giants in Stellar Forge, co-orbiting each other, each with its own stable moons. When standing on one of those moons you will see both gas giants looming large in the sky.

Even pairs of earth-like planets are possible. In fact if one had life, then it is most likely both would, as meteorite impacts on one would tend to catapult debris to the other and spread the life across.

Bodies can orbit each other very closely indeed. They can even touch – forming a strange dual body with a ‘figure of eight’ or hourglass shape – something predicted by a mathematician called Roche. We see this with stars too – an example of this is the contact binary i Boötis BC – already seen in the Elite: Dangerous Premium Beta.


Wie is nog niet aan zijn piet aan't snokken?
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Old 15-08-2014, 21:08   #38   link
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Open galaxy, open ended, persistant universe, mmo aspecten, singleplayer; dit is gewoon onversneden coke. Hopelijk halen ze release nog in Q4 2014.
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Old 16-08-2014, 00:39   #39   link
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Old 18-08-2014, 00:11   #40   link
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Waarom heb ik ooit geld aan die Star Citizen bagger gegeven.
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