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Velenka

Alpha Team Vanguard
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Everything posted by Velenka

  1. i would say use planets like these as a basis for biomes. Implement planets with several of the biomes, as in Minecraft. (using only compatible biomes ofc)
  2. Velenka

    Energy

    He's not suggesting moving a moon. Just using a moon as an example of how large the infrastructure should be. It's unlikely that celestial objects will be moving at all. Mattter-Antimatter reactions truly are very energetic though. Nice high-end alternative to the super maple syrup.
  3. This would be a great idea on a lesser extent too. Correct 10 typos and you get 100 free rare ores. Point out flaws in the voxel system and you get 1000 IG currency. Definitely reward the big fatal errors of course. It's just that there aren't many of those.
  4. I suggest this system to prevent griefers from taking their nanoformers and just deconstructing your stuff. You and only you have rights to build (and deconstruct) your stuff. If there is no way to take stuff apart (not destroy) without build rights, then salvaging would be impossible. A claim system would be able to grant those rights to someone who is actually going to use that construct. Also I did give an example of "stop me if you can"...
  5. It's a valid strategy. If you can reach it, that is. In fact, it just adds another layer of gameplay, which is great. Better not let that Dominion fleet through.
  6. So I have been wondering about wreckage. It seems clear that battles are going to take place, so it's very probable that wreckage will be left behind. Wreckage that perhaps the previous owner will come to reclaim, but perhaps not. How will salvaging wreckage work? It should be balanced enough that either the salvage shop or the previous owner will have a fair chance to claim it. So here is my suggestion. Whoever wishes to salvage the wreckage will have to "claim" it. The wreckage will remain in a "claiming" state for X amount of time. After that, all rights within the wreckage will transfer to the claiming player. Should another player interrupt the claim with a competing claim, the countdown will restart with a new claim in the name of the interrupting player. The amount of time X would depend on the amount of voxels in the construct: bigger constructs take longer to claim. This shouldn't be limited to wreckage. An abandoned, but functional construct should be a valid target for a claiming system. It's a naval tradition. You found it first, crew's gone or dead, so it's yours. This would allow for interesting interactions. Either the two opposing players could sit next to the wreckage, claiming it back and forth until one player loses patience and abandons the wreck. One player could initiate combat to either scare away or kill the other player. But what about abusing this claiming system on an occupied or fully functional construct? The owners/right-holders could put an anti-claim on the construct for Y time that prevents claims from finishing, starting, or continuing. "But what about griefers abusing this system too?" Well first, it should only work outside the Arkship safety area. Second, claiming should have to be done in very close proximity to the construct. Third, the entire construct should glow or do something to let anyone in the surroundings know that it's being claimed. Fourth, if you don't want to be bothered, weapons are ideal. Constructs that aren't protected are easy targets. While on the topic of wreckage, wrecks tend to be adrift. So what about some sort of tractor beam device and/or a magnetic harpoon which would allow wreckage to be towed out of dangerous areas. Other things could be towed too, like mostly intact ships with missing thrusters, or a modular piece of construction for a space station. A towing mechanism would go hand in hand with the role of a salvage yard. There's also the issue of servers and load. A huge wreck after a big battle might leave wrecks and pieces floating everywhere, so after a certain time, the server should delete them. It should be a fairly long timer to allow players to recover/salvage what's left. But this presents the problem of what is a wreckage and what isn't? It might be easy to say as a human, but not so much for a server. An abandoned or unpowered ship might simply be awaiting repairs in the shipyard. Or a strangely shaped construct might be doing what it was intended to do. Or a base might just be so simple that it has no elements to speak of. A completely functional ship could be treated as garbage if the owner decided to quit playing the game and leave it floating in space. So what do you guys think?
  7. I much prefer this kind of hostage interaction. Natural and simplistic. No drugs. No handcuffs. No permanent debuffs.
  8. I think people are seeing this situation entirely backwards. Stargates wouldn't be used to separate from the emergent gameplay, but rather connect to it. Hopefully there will be multiple settlements scattered relatively close to Alioth in an interstellar sense. Another group of settlement hundreds of LY away would not very easily be able to interact with the first. But with stargates, that limitation is removed. And in the case of the wealthy or powerful organizations hoarding the technology, well then that would be their right, seeing as how they investing the time and resources for such extremely advanced technology. If such an organization wouldn't allow other players to use the stargates, those players would be no worse off than before there were any stargates.
  9. I wonder, have you seen any of the Stargate series? Because in that series you do need a departure and an arrival gate. In the series, it's explained as being similar to telephones. You need a phone to dial out. You also need to dial another phone to get a connection. Anything else gets you a "this number does not exist" message. (in normal operation. Forget the exceptions) Your explanation of a jump drive and jump gates is pretty similar to the stargate mechanic anyway.
  10. I can see why maybe some of the "best stuff" isn't on an open market. But a large organization could have its own internal market where it sells its builders' stuff to its own members. "Jim, you lost your uber-fighter? Another one's going to cost you..." Or perhaps corporate espionage will be a thing. You go to a "black market" and shop for the best stolen designs. And I'm thinking that the best designing will take place in the form of "ideas." Where all I need to hear is the idea, and I can begin building something great. Like Thoger mentioned, the idea of weapons range rather than placement of weapons.
  11. I can see this being very controversial. While some may enjoy this, other player would feel that this is an unfair punishment, and is preventing them from playing the game. With a choice between forced slavery and loss of skills/whatever else besides player inventory, I don't think this is very fun at all. Perhaps skill loss on death will be implemented, but I would say that suicides should be exempt from that. If people want to RP slaves, they can do that. There's no reason for the game to force it on everyone.
  12. I would love to be able to use my CAD software to do the design work, be able to import the model into the VR, blueprint it, then build it for real on Alioth.
  13. Exploration will still take the same amount of time whether you use a stargate seed ship or a crewed exploration vessel. They still have to use some sort of slow, continuous FTL travel to get to where they want to go. The only difference is that once explored, the stargates allow immediate traversal to the furthest reaches of explored space. It sounds like stargates do a better job of keeping a community connected rather than splitting it up. No matter where you are, the stargate can take you straight back to Alioth or nearby. Back to civilization. Back to a central trading hub.
  14. Possibly, in the form of technological advancement or, less likely, skills.
  15. That sounds like a good idea. There would have to be some way to distinguish wrecks from functional constructs though.
  16. That's a valid opinion, but could you elaborate? Would you like to see some kind of conceal/detect mechanic at all? Or just not be a matter of chance? In the other territory control unit topic, rights and abilities are discussed. One solution was that some actions are legal and others are not. So perhaps sneaking/concealing would work by bypassing a security checkpoint all together? But I still would like to see somehow the ability to sneak something past someone who is looking. I suggested a very high chance as being a maximum so that there no guarantee that I could sneak past, but that on average, I usually could.
  17. If wheels aren't included/aren't buildable, then hover engines should be very easy to build and maintain. At least simple versions should be. Moving across ground on a planet shouldn't be made hard to achieve. It's a simple first step.
  18. Yes perhaps some kind of console where you can write scripts to generate patterns would be cool, but that could be an issue if, for example, a player generates some code from an existing model to create constructs. The devs may object to people importing constructs rather than creating their own. I would go one step further and suggest an import feature which accepts a common 3d-model filetype. It's a feature I would support, though I think the devs might object to that too.
  19. However it's implemented, there should be some way to conceal. And there should be some way to detect. And for both, neither should be a guarantee. ie, a high conceal skill player + high tech conceal equipment should not have a 100% chance to hide an item from another player with no skill and no equipment to detect, and vice versa. (not that these skills or technology will exist, or that this is the mechanic for searching inventories, this is just an example) The chance could still be very high, perhaps 95% or 97.5% but not 100% in any case. But I would like to have the ability to sneak some item in past security. I think it's a valid strategy for playing.
  20. Disappearing constructs is a very unfair mechanic for an organization which goes around capturing derelicts. The arkship will provide a safezone for protecting players and their creations. There is probably also going to be a Virtual Reality where you can design and test in a completely secure environment. Space is a real danger, and there shouldn't be protections everywhere from those who want to play with malicious intent, which is a completely valid strategy. DU is intended to be a game with emergent organizations, and therein lies the true protection. Pirates will be scared away by the police organization. There would presumably be some sort of infrastructure associated with you and your constructs, and that too would give a kind of protection. If not, then you really should worry about where to log off since you have no recourse if your stuff does get destroyed/stolen. Automatic shutdown is a good idea, cloak your ship as much as possible. But it's still not invulnerable or unreachable.
  21. It would be nice to have an emergent skill system like this, but since the devs have explicitly mentioned a skill system, this may not happen. If they could find a way to make a natural based skill system, that would be great. Like you say we will have to wait and see. The devs have also stated that combat will be lock-on based, so thankfully it won't depend very much on connection or computer hardware. I think the % speed advantage would be a good idea for "skills" which don't correlate very well to player actions which require real skill. Some examples: speed for mining, efficiency in processing of ore, percentage hits in combat. So too, could you use advanced technology to achieve a similar effect if one could not invest in the particular skill.
  22. So then don't enter the atmosphere, or rather, the gravitational well. You can keep the concrete on the ship, slow as it is. Also: steel is denser than concrete, steel gives better radiation protection than concrete, and modern concrete structures are reinforced with steel. Keep your concrete. I want steel! I doubt an engineering staple such as steel would be removed from ship construction. But I can still see devs adding in some super dense, super material to fill the role. And I refer back to my first sentence.
  23. Cloaked, self replicating mines.... *evil laugh* But in all seriousness, stargate factory seedships.... make it so!
  24. On the first point: Oh god no. I want to play a game, not watch a movie. Second: Perhaps the devs will decide to differentiate bases from ships to do that. But if they don't then players will also be able to put concrete in their ships. Albeit they would be very slow, but some players would try it.
  25. If a faction should develop stargate technology and use it for a tactical advantage, why would that be bad? They worked to have the right to use it. If an enemy ship were to shoot out all your weapons first, you wouldn't be able to strike back. Does that mean weapons shouldn't be in the game too? Regardless of what the ingame distance is, some people will still travel hours/days far out on their own anyway. Prevent from interacting with the game? Nobody is suggesting that stargates would do this. I also am unsure of what "locked out of interacting with the game" means. You go in one gate, you come out the other, no lockouts. As far as your point to fuel goes, that all makes sense.
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