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Halo381

Alpha Team Vanguard
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Everything posted by Halo381

  1. I'm all for skill loss upon death. It gives people extra incentive to not die, and it makes combat more... visceral (i dunno if that's the word I'm looking for). If you lose skill points when you die, you aren't gonna pull any stupid attacks, thus bringing about more emergent tactics. It also works with the lore or rez nodes (assuming I remember it correctly) where it's like a quantum teleportation of your person into being at the rez node. If this is the case, then it'd make sense that your brain prolly won't get put back together exactly the way it should be, thus causing loss of knowledge. I did see someone say that you should *gain* some experience from death, on which, to an extent, I agree. Mayhaps once a day, or a week, or something, if you die, your character gains experience or a perk in a certain skill tree based upon the cause of their death that works towards rectifying that. It could be useful, or not quite so much depending on how you look at it. Say, if you stepped on a mine and got blown to bits, your character walks more slowly now for say... 6 hours, but if you've got a 5% higher chance of noticing mines or something. Some temporary perk, so that the system won't be extremely broken. And you can only get one of these temporary perks once a week or so. Call it Combat Experience.
  2. Might someone provide the source for the claim that Core Units would limit the size of their Constructs? I was under the impression that you could build your construct as big as you want with just a simple CU, not that you'd have to get a certain sized one for a certain sized object.
  3. While NQ won't be providing any specific measurements/terms to define the structure of a city, I personally would love to hear everyone's opinions on how cities should be structured. Going off the OP, the question is: How big is a District? In my opinion, large cities will be divided by territory boundaries. Each Territory Claim is 1km wide. Since it's possible that the Territory Claims in a city might not all be owned by the same person, I suggest making the space of a TC the base size for a District. On the topic of Lots: I think there should be a standard number per district, no matter how many districts a city has. I personally would say that Six Lots is the optimal amount (seeing as how each territory claim is a Hexagon) The Lot boundaries can be organized in whatever way you wish, and then distributed among officials in the city, who then find people looking for property and rent it out accordingly, giving a share back to the District Manager. These are my thoughts; feel free to tear them apart
  4. The question is, how big is a District? In my opinion, large cities will be divided by territory boundaries. Each Territory Claim is 1km wide. Since it's possible that the Territory Claims in a city might not all be owned by the same person, I suggest making the space of a TC the base size for a District. On the topic of Lots: I think there should be a standard number per district, no matter how many districts a city has. I personally would say that Six Lots is the optimal amount (seeing as how each territory claim is a Hexagon) The Lot boundaries can be organized in whatever way you wish, and then distributed among officials in the city, who then find people looking for property and rent it out accordingly, giving a share back to the District Manager. These are my thoughts; feel free to tear them apart
  5. Personally, I'd quite like a dual system (see what I did there? ) with hourly and monthly subscriptions.
  6. I don't think this would always be true, for instance: if a battleship took a week to build and you were able to make enough money in game to buy it within a weeks time, you're effectively on equal footing with DAC holders. This is under the assumption that battleships are constantly in production and that you don't need to order (and pay) for one in advance.
  7. I was trying to be subtle about the point I was making, but I suppose I'll just have to spell it out: For the love of Christ, if someone's opinion differs from yours, that does not make them wrong that makes them different. Don't confuse the two. Just because Anonymous views the OP as a constructive opinion does not mean that he is wrong. Just because I think that we should let the devs handle this and that we should have no part in the issue does not make me wrong. I don't mean to be rude, I truly don't. I just feel that you are too quick to label right and wrong, and that creates conflict, conflict breeds hate, and hate shrinks the community.
  8. Here's the thing: NQ-Nyzaltar already responded to the OP. The argument was over when he made his post. There's no need to continue arguing about it. Nyzaltar is handling the situation as he sees fit, and no further feedback on the situation would be needed. Perpetuating the argument just drives away the people who see these threads for fear that the DU community is becoming toxic.
  9. I don't mean to be that guy, but you're kind of perpetuating the problem Anonymous highlighted earlier. In any event, I will say that if you have a problem with the payment model for Dual Universe, you should probably message NQ Nyzaltar directly rather than post it on the forum. A lot of people here have very strong opinions about the topic, which often leads to schisms and people leaving the DU community.
  10. To quote myself on a different topic: This has been a Public Service Announcement. Thank you for your patience.
  11. You mean kinda like how the skill system is projected to be? i.e. you learn the skill you selected kinda passively over time till it's complete. At least, that's my understanding of the skill system.
  12. Hello, forum go-ers! Just an update on the progress of Chromion Industrial. We've reached Ten Members!!! (Not large, compared to other groups, but it's progress nonetheless). Here's a list of those Ten wonderful people: atriumgp CommanderTrailbazer Ghoster EnderTGaming Garimon Undaren (Business Partner/Member) Aetherios (Business Partner/Member) Maximon notJustin43 BoilingSeas I'd like to thank all of you for choosing Chromion Industrial as your corporation. I look forward to working with yall in the future.
  13. While the physics in DU will be pretty good, I don't believe it'll be complex enough to do any of those things.
  14. I'm certain Asteroids will be in the game at launch. As for the other environmental hazards, I believe NQ has said that, while they may not be present at launch, they'll likely be added later. Though, nothing quite on the scale of a blackhole.
  15. There will be no wheels in the game (according to the devs) , at the very least at launch, though I don't believe it was ever the plan to develop them anyways.
  16. Well, if you've got guns and explosives, you could indeed hold that person accountable for their end of the bargain. But other than that, unless some other governing body was able to force them to do it with their guns and explosives, you're SOL
  17. You say that as if the Ark isn't already gonna be THE recruiting platform
  18. But then takeover by military force becomes impossible. Just case your TCU in blocks and no one will be able to get to it because they can't use their explosives to blast it to bits.
  19. That actually makes the game less immersive. The price of things isn't just set from the start; throughout the years they've fluctuated and changed. In any new market, one simply establishes the price they believe their product is worth. Whether the buyer believes the product is worth that money, determines whether or not the item will be bought or not. If you set the bar for the price of things, you're undermining the player economy. Now, all player made items have to be priced at less than NPC items to make their goods worth buying.
  20. You can, it'll just take so long that it'll be thousands of times more efficient to use Gates. At least in the early stages of space exploration. We don't know how fast FTL will get, though I'm certain it won't take less than a few days to get from system to system, at the highest level. Otherwise, stargates would become useless. Heck, even with that speed it'd prolly be a better tactical decision to bypass the stargates altogether
  21. I believe it was said somewhere that the way things appear in all the videos we see now are simply for ease of showing off different mechanics of the game. I'm sure the atmosphere of planets will be more realistic upon release
  22. I'd like to announce that Chromion Industrial has finished preliminary trade negotiations with The Aether! We look forward to working with Aetherios and company in making the universe a better place. In the near future there will be a comprehensive list of all Chromion Industrial's corporate allies posted to this topic.
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