Some more updates while we are at it! Wanted to share one of the structures we have been working on. It is an outpost that will have a modular approach to give us flexibility for adding additional functionality/expansions if necessary to better reuse the models. The render is an early test and not fully textured yet but gives you a good idea of what the final result could look like.
Enjoy and as always, all the feedback is welcome :).
I like it! I note a lack of windows ( make sense for a bunker) but if possible please keep it open and bright on the inside, they can get crowded in the hot spots and ones like those on Cyrene where its a wee maze inside can be annoying when you run past storage a couple of rounds
I see more triangles and a huge building for a outpost (comparing the “door” size). Will be more buildings or stuff around or just the outpost like we have now in many places ?
I like the look of the outpost building.
In a single shard universe, keep in mind to not have the outposts become traps - there needs to be an escape route from the ‘bunker’ - tunnel/zip wire/televator/tp that gives you a headstart in case the outpost got swarmed and turrets are not present or not acting on type of mob.
Bunkers are almost always underground, in contrast to blockhouses which are mostly above ground.
Also is there something more boring then a circle?
Here is modular approach that is not circle:
Thanks for sharing. Personally, I’d prefer much smaller individual units with modularity and connections.
Maybe even tunnel-like sections with a bendy bit or two for truly underground stuff once everything is covered over…
Maybe even ship interiors can be modulated/combined in such a way that this also works for ground bases? Maybe relevance for defence/shields or sealed off/destroyed areas needing repairs…
I would hope over time that outposts are tailored for the area where they are, rather then all the same. An outpost around Hidesheim or Zychion should not look and feel the same as an outpost around Cyclops Depths, just my 2 cents.
This particular one I would expect to find around Amathera Continent maybe, in that Cold place; it looks highly fortified and insulated and designed to withstand that kind of environment.
each entrance with storage craft trade repair auctioneer and max 10 meter off the teleporter.
99% of the time we just want to enter and do our quick business.
make them high enough that they are not altering POV like the shelters in twin peaks
make sure that there is proper collision detection that is the REAL problem that we got in actual ones, in Nextisland we remain trapped in the tents, in calypso walls are not consistent.
and please, dont make them like a mazes like in toulan and DSEC9 that require 20 second to reach a terminal.
each second we walk is a second without decay is a second without profit for MA…
multiplied by 20k users 10 second walk is 200.000 seconds. per day each couple of hours at 20 pec per second decay it is 160.000 pec of missed decay .. 500 USD per day… 180.000 Eur of missed income just to annoy people … no one wins
as the officer that had my same name… Entropia must be more fun… spending time walking for routine actions or waiting 15 second for a teleport chip is not funny… just time consuming
Great imnages, i love them, but looking at the entrance they are really BIG
we Just need an outdoor with 4 terminal most of the times (vulcans pass in NI…)
Without knowing what the idea for usage will be, they are huge compared to what we have now. I mean maybe it would make sense to have them not on a plain field, but inside a mountain? Imagine the building at Odysseus moved back a few metres into the cliff.
And yes, please design all housings to locate the terminals in a way that they are close together so one can open the Storage, Trade Terminal, Auction House and Crafting Machine at the same time. That would make it easier to handle inventory/storage.
Oh please , no tunnels ! Reminds me of Cape Corinth’s base entrance.
I hate running around buildings , imo , its better when everything is near by , unless the dome is for crafters. xD
Dont make another Port Atlantis (CryEngine edition) please , less distances → Better
And i think it looks too clean , cant speak for everyone , but i loved the rusty/dark feel of pre-CryTropia , specialy Orthos :love: It had this feeling of pressure , eternal overcast , like many other place at that time.
Thanks for the showcase. One things you guys gotta realize, when it comes all said and done after the engine, and the hype feeling goes away. It’s more often than not, that players will stay on areas where everything is at their fingertips or well known trade cities like twin peaks. The minimal distance to walk to get to what you want to interact with like in outposts, the main ones like trade terminal, repair terminal, auctioneer, storage terminal, the close these are to one another the better.
Centralized locations where there are shops are the best locations for traffic, in these places in particular it’s nice to have these stuff close by.
The same can be said about hunting, (we’re lazy) one doesn’t want to run 100+ meters everytime to kill one mob between mobs, nor cross around and around mountains everywhere to get to said mob. Denser spawns (and fast respawn) in closer areas is a huge time saver and effective hunting and for server area usage. You should take note how amazing the spawns are at Cyrene, considering they have only one server area.
Also offtopic, please make sure to make the beer shipment come with UE5 (and open a bar). And it will give you a buff and drunk debuff
It seems to me that a round entrance would look more effective. A round door involves connecting to another module, for example.
The entrance in the picture looks uncomfortable, the feeling that you will cut yourself on a tin can. guillotine for traeskeron.
But the module itself looks like a real sci-fi, cool.