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Halo381

Alpha Team Vanguard
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Posts posted by Halo381

  1. (OOC: can we all italicize our actions? It just seems really weird to me with everyone using the pound symbol)

     

    Daniel walks to the bar and sits

     

    "Might I have a whiskey? he addresses the barbot

  2. The short answer for the first two questions are: We don't know

     

    As for the third, I believe the material your construct is made from determines it's color. That's how it seemed to me, anyways. To paint over a color would be to remove one material and replace it with another.

  3. Okay, so I know that what I'm about to type doesn't really contribute to the community much or anything, and I sorely apologize for that, BUT,

     

    For the love of all things holy, can we all agree not to respond to (or CREATE) any more Payment Model topics? God forbid, if you create one you must want half the community to come and rain on your sunny day. It's a salty topic, and you're bound to get crap for it no matter how good the idea sounds to you, so please, PLEASE, don't create these topics (there are already several, much to many people's chagrin). And for any forum go-ers that see these topics, please quote the above green text.

     

    Sincerely,

    An annoyed community member

  4. You guys all got this wrong.

     

    I should never have used the term 'server renting' at first, but it was what pictured best the idea. I admit it was confusing, especially with the digression on how the server renting market proved successful over many years (thus making similar models solutions that should be looked out).

     

    The goal is to permit players to rent their own space WITHIN the single shard universe, not on another server. For example to be allowed to rent a star system. Instead this solar system is administered by players who actually pay for this service, with their own rules and restrictions. Implementation should make it smooth for other players so that if it's a private rented space, you will simply not see it or things like that, all the details are not important here.

     

    The analogy with server renting is that NQ can actually use that money for renting their OWN servers and even make margin on it!

     

    Just like the server renting business model : you rent a private space, with special tools to manage it, and that's it! However here there is a trade-off : there is no division of the single shard because you simply do not rent a server.

     

    I said exactly this in the OP : "This solution is simply a model similar to server renting, privatization of in-game space" to which I added "get innovative on how to make that still realistic and immersive in the single shard and then rent those places in the universe just as you would have done for any dedicated server".

     

    Whenever people are paying to enlarge the universe, it generates traction for the game. I do not see that happen with a paywall upfront. There is too much competition in the same genre, and the single shard MMO feature, while it is a great technological prowess, is still just a feature. The game cannot sell on that feature, apply a paywall and hope for a massive success. That's my belief and that's why I am opposing that, because I wish this game a lot of success.

     

    You realize that the developers would never implement this, right? They've explicitly stated on multiple occasions: their goal is to keep the gameplay community as undivided as possible. That's the reason there's only one Arkship. If you allow people to rent their own space, you instantly divide the community. Not to mention the fact that this essentially makes the game pay-to-win. Anyone with enough money can simply buy a couple of solar systems and ban anyone else from entering, thus having all those resources to themselves. Quite frankly, this plan has more holes in it than a slice of swiss.

     

    On the note of one big payment, rather than monthly subscription......... THAT'S A BIGGER PAYWALL THAN MONTHLY SUBSCRIPTION YOU DOLT!!!!!!!!

  5. The basic gist of this idea is based around the Alliance Tournaments in Eve Online, but with a bit of a twist on the rules.

     

    I suggest a tournament be created (by players, nothing official) wherein a set of limitations are given to each participating alliance based around a type of ship. 

     

    ie, weight restrictions, resources that can be used, size limits, etc. 

     

    Given the restrictions, each team submits their best pilot to fly said ship (that they design and build) in a combat tournament to determine which alliance not only has the best pilots but also which alliance has the best builders and crafters in them. 

     

    Space Olympics, anyone?

  6. I have not played KCD for a while, but from what I remember from playing the sword combat you could do overhead, left/right swings, /thrusts, even diagonal swings (in 6 directions total).  The defender would have to react to the directional animation and counter attack or parry in that specific direction which gave it a nice twitch element to it.  Not sure what you're talking about lock-on, maybe it's changed since I last played the alpha...

     

    He's referencing DU's prospected combat system

  7. Making stars voxel based seems kinda useless to me. Their heat is so powerful you'd never be able to get close enough to actually do things with the material. I think that stars will just be a 3D effect put up in the center of a solar system.

  8. Melee in futuristic games or the future itself will have little to no reason. If your talking the Waring States Era, ok, but even the American Civil war was fought 90% with ranged weapons. so the future with melee? Only if the End comes and we have to start all over. These discussions are a hold over from Star Wars and light sabers.

     

    Y'know, there's a reason we still give our soldiers knives and bayonets today. The same reason the soldiers in the American Civil War and the American Revolutionary war had them: Eventually you're gonna get real close to the enemy, and it's kinda hard to aim at an enemy one foot away with a rifle barrel that's three feet long. So they drop the rifles, pull out the knives, and get to work. Same thing happens in today's world: Troop goes to clear a room, encounters an enemy that's too close to really aim at, so they go in for hand to hand.

     

    Melee combat will never die. It will forever be the easiest way to deal with enemies that get close to you.

  9. "Part 2 did get published... I was experimenting with what format of titles would generate the best response. Part 2 is: You will Remember Us. I can't edit the topic title, so I'll keep the mistake in mind and move on. Thank you for the response!"

     

    I believe if you click the "Use Full Editor" button after you hit "Edit", you should be able to change the title of the topic. This also allows you to change tags

  10. A few people who have asked about my organization have emphasized a little disdain for the lack of an emphasis on shipbuilding and more of an emphasis on mining. However, I'd like to note that there is equal emphasis on both of those endeavors. As such, I added a new section to the Description, labeled Shipbuilding which details how Chromion Industrial will handle shipbuilding as a whole. If there are any questions regarding the topic, please PM me for more information.

  11. I suppose we will have to wait and see what kind of propulsion systems we will get.  I have been thinking on the lines of very fuel efficient and powerful engines (compared to what we can make today IRL) or engines that simply consume huge amounts of power.  To make the game at all enjoyable the engines can't consume enormous amounts of fuel just to hover, because that would basically make every ship be 75% fuel tank to have an effective range.  The capital class factory ship I described earlier is something you bring out for the rich veins of rarer metals or the huge deposits of common ones.  The mission profile is to just make a pass over the area and leave, but when you leave there's a giant hole where the ore deposit was.  Think a Star Destroyer sized vessel that removes cubic acres of material.  And remember, we have matter compression tech.

     

    1) Matter compression does not remove the mass from an object. You'll weigh a cubic f**kton heavier than you did before you landed if you planned to mine out acres of terrain, and taking off like that will be a nightmare for sure. Between gravity and air resistance, it's safe to say you'd be stuck on the planet for quite a while.

     

    2) I'm not saying that engines should naturally just consume massive amounts of power, but getting off a planet with anywhere near 1G of Gravity after adding so many resources... Well, I hope you at least built your ship in anticipation of this

  12. Have to remember some organizations or governments will not like you staking a sovereign claim in their systems. Then there are others that will not mind at all. As for settling land of your own - that will be a while as we will be stuck planet side for a good amount of time. 

     

    Methinks it'd be rather difficult to enforce one's rule upon an entire system, depending on how determined the enemy is. They could just bypass the SG and take the week long trip to warp in, then settle on the backside of some obscure planet/asteroid. I don't think scanners that can survey the entire system at once should be a thing, which means comm buoys would become a thing, and methinks that might get expensive, thus making the "owner" of the system not have the funds or not want to spend the funds to put them up.

     

     

     

    i like that idea, The living ecnomy has to be able to stand on it own merit though. there has to be needs and wants.

     

    I'd say that depends upon the resources the nation has, and the resources a particular corporation needs. For example: say Uranium is super duper rare and extremely useful. One prospective nation comes along and finds a massive vein of the stuff underground. Now, they've gained the potential to become a nation, since Uranium trading is lucrative, and they control the largest source. Now they have to fulfill two requirements for powerful-ish organizations to settle under their rule: 

     

    They must be able to defend their territory aptly, or organizations would see them as weak and never deign to fall under their rule

     

    They must have a reasonable tax on the product they hold, otherwise no one will want to spend a heinous amount for only a little bit of Uranium

     

    If they can get these two things down and done, they can get the backing of powerful organizations so long as the retain control over that material. Singular players may also join up, though the tax would prolly have to be lowered for them; their pockets aren't quite as deep as a full fledged organization.

  13. I'd like to see sandstorms that are so thick that they block out the light and are visible from space.

     

    Something like this would be awesome to experience in DU, and I can't think of many (or any) games that have this:

     

     

     

    I'd also like to see Thunderstorms and Snowstorms, though I don't know if the engine would support "real" snow and rain, or they would just be textures. 

     

    Would storms have an effect on players/ships/etc?

     

     

    I'm not asking for real-world modeled weather patterns, just the occasional random storm and perhaps natural disaster, though I guess natural disasters are a whole other topic. 

     

    I believe JC said in his interview with GrayStillPlays that at release any weather effects would just be textures. I'm unsure if they'd affect any ship systems, though that'd be interesting

     

    As for natural disasters, I wouldn't mind a system such as this. However, if they were to be implemented, I'd propose that we "first gen" players form a coalition, sorta like FEMA (an national American disaster relief group, for all yall who don't know) where we help get any new players who were affected by the natural disaster in game and reimburse them/ help them get by in such a difficult time.

  14. if they implement mods in this game i would be surprised just for the simple fact that other players who dont have your mod wouldnt be able to see it or interact with it which could cause some imbalance issues. For example i have a modded cockpit that has a rediculous amount of armor, you dont have that mod and i attack you... how would that play out? What i would like to see is a system where maybe a modder can submit a design or mod to the devs and have it put into the game for everyone. I believe that community involvement is a huge plus in games.

     

    This, I would like to see as well. It effectively creates endless content for the game, in terms of elements

  15. Make the basic construction materials from renewable resources, for example an algae farm (with extra production steps) eventually produces plastic -- no need for magic ore respawining.

     

    Another option is NPC buy orders for non-renewable resources that can be fulfilled by the players, and said npcs will sell them (with markup!) on the ark

     

    As far as I know, NPC's are not a thing with DU

  16. The Devs have mentioned this as well, but I have been wondering, HOW is a new player going to afford one of these new ships, say a year after launch, I can see the start planet being mostly striped of anything of value at that point in time.  Unless they implement an auto-replenish to the dug out areas in the start zone, but since the rest of the planet should be claimable, how can they justify replenishing an owned area, what if it was dug out for an underground base etc....

     

    I've been wondering that too. At a guess I'd say everyone gets a fixed amount of cash when they first spawn in, and if all the ships available are too expensive then... Bye bye new player. Though, while any good salesman would cater to the new populace, methinks there might not be quite as many that do so.

     

    As for the replenishing of resources.... I suppose that, if the area is occupied by a player construct then resources cannot spawn within say... ten meters? So if you put an underground base in, then yay secrecy but boo resources. 

  17. You could say that, a certain type of long range sensor doesn't work inside a solar system, because the solar wind produces too much interference. 

     

    As for free-form travel, my question is: Why? The system that's in place is already quite good. If I so choose, I can build a base off in deep space, and stage operations from there, and I know it can't be too far from the enemy or the travel time will be debilitating. Mind, travel time is something one must plan, when considering everything. If it's near instant, you're just reducing immersion from the game, in my opinion.

  18. New players will want to be able to travel between their early planets without needing to worry about long term investment in colony ships though.

     

    Depending upon how advanced the community has gotten, they may be able to buy a ship for cheap and go explore the solar system

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