The likelihood of you actually seeing anyone if the size of space is equal to, you know, space is fairly small, I hope you realize. Even if everyone on earth was playing the game. But 45 trillion years from now when you do happen to get the jump on some unlucky asshole who decided to go check out, you know just to chill or see what's up, on the other side OGLE-2005-BLG-390Lb's 4th most distant moon, then it will all have been worth it. They should probably rename the game to "Patience wins the Race: VR".I'm really fucking hoping that the size of space is equal to, you know, space.
If they make some small ass maps it's going to be highly disappointing. I keep dreaming of lying in wait, adrift in an asteroid field, just waiting for some unlucky asshole to cruise by.
Context.![]()
nuff said
Is Valkyrie supposed to be more than a cool space combat sim? How do you have a large world if the game is 100% combat? I think maybe I have the wrong idea about what kind of game Valkyrie is supposed to be.Well, iirc in even some of the smaller systems it would take weeks (in real time) to fly at non-warp speed across them from end to end. Not that it matters since 99.999% of that space is empty. The size of systems only matters if POI's (gates, planets, asteroid belts, exploration sites, etc) actually span across that distance such that it makes 1) warp necessary and 2) travel time matter.
So the question for this game would be, do you even warp places or is everything local? For instance, will a zone contain more than 1 POI, and if so, will they be far enough away that travel time matters (esp if ships warp at different speeds as in Eve)? And is it a persistent world in which you freely travel from zone to zone (or POI to POI), or simply an old school load-a-map game?
If you want to play a game where space is space-sized hopefully it'll be single player.I don't think you guys really want the space in a sim to be equal to space... Freelancer was extremely condensed. As in, you could fly around a planet in a few minutes, lol.