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Halo381

Alpha Team Vanguard
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  1. Like
    Halo381 reacted to Atmosph3rik in PLEASE CLOSE THIS TOPIC,OR TELL ME   
    I don't think that's true.
     
    I would bet that at any point in history no matter what level of technology is available, it would probably cost more to buy a human and keep them healthy and alive, then it would to acquire available technology that is capable of doing the same job.  If there isn't any technology available then there's nothing to compare.
     
    And as a game mechanic it's just a bad idea for obvious reasons.
  2. Like
    Halo381 reacted to KlatuSatori in Am I alone in thinking that Stargate Probes are a bad idea?   
    The outer reaches of our solar system are populated with dwarf planets, icy rocks (which incidentally are where comets come from), possibly even a brown dwarf.  These are theorised to extend out to at least a light year from the sun, possibly much further.  That is a significant portion of the distance to the next star.  If all solar systems are surrounded by such an assortment of rocks, small planets, and other bodies they can provide stepping stones between systems.
     
    It is thought that there are more rogue planets in the milky way than there are stars.  The space in between systems can be populated with these rogue planets.  Other possibilities are vast asteroid clusters, dense gas clouds, alien ship wrecks, other cosmic phenomenon, and anything else you can think of.  TBH this is not the first time I've brought this up https://board.dualthegame.com/index.php?/topic/499-interstellar-space/?hl=interstellar  And I shared a cool article about rogue planets a while ago too https://board.dualthegame.com/index.php?/topic/547-rogue-planets/?hl=%2Brogue+%2Bplanets.
     
    Having this kind of content in interstellar space would make the DU universe truly unique and "continuous".
  3. Like
    Halo381 got a reaction from wesbruce in Food and Water   
    Just gonna leave this here.
    Source: https://devblog.dualthegame.com/2014/12/04/from-barter-to-market-economy/
  4. Like
    Halo381 reacted to Anaximander in Graphical programming - easier scripting for newbies?   
    They said that scripting will probably work in both script and a "module/puzzle" sort of system. You simply can't make a module for every single whim a programmer can come up though, but a person with no LUA experience could probably set up a functional ship without having to go to a Jedi Programmer Temple to study the Arcane Arts of Coding
  5. Like
    Halo381 got a reaction from Pantydraco in Wheeled or Tracked Vics?   
    Got this in an email from NQ. Just to answer any questions on the matter of wheeled vehicles
  6. Like
    Halo381 reacted to KlatuSatori in How would you like to handle Currency and Banking.   
    I made a suggestion like this way back.  It's on the first page of the market economy devblog thread https://board.dualthegame.com/index.php?/topic/21-devblog-from-barter-to-market-economy/?hl=economy
     
    Got this response:
     
  7. Like
    Halo381 reacted to Shynras in Vocal notification   
    So, I think the game would be way more fun, enjoyable and immersive, if we could use vocal notifications. First of all, what I'm talking about? Imagine you could set with lua some kind of sensors, that would react to a certain event, and the defensive system would activate. Then with a vocal notification, we would hear "Defensive System Activated". Or maybe just to create a system that automatically says "Welcome to Bananaville" every time a player cross the entrance of your city. 
     
    Of course, I'm not talking about registering our voice, and use those files ingame, that would not be ideal for the players and neither for devs.
     
    A vocal assistant like the one we have in Elite Dangerous would be cool, but it's not really what I'm asking for. 
    I'm asking for a "Text to Speech" software. So pretty much like google translate, if you ever used it. You write what you want on your LUA program, and then a certain API, would make the game read that with a voice. Usually that voice is robotic, so it would even fit.
     
    Try it if you want https://translate.google.com/
  8. Like
    Halo381 reacted to yamamushi in A Bug Bounty/Reward System for Reporting Vulnerabilities   
    I would like to see people who find vulnerabilities in the network stack behind Dual Universe, or even vulnerabilities on the website, etc, be rewarded for reporting those issues to NovaQuark.
     
    Here's a short list of several companies that offer such rewards, either in the form of money, swag or a "hall of fame", to people who report major security issues to them about their sites and products:
     
    https://bugcrowd.com/list-of-bug-bounty-programs
     
     
     
    I know that most people here aren't going to be participating in such a program, but as the game grows, undoubtedly people with that kind of experience are going to be playing. 
     
     
  9. Like
    Halo381 got a reaction from Bella_Astrum in Food and Water   
    Just gonna leave this here.
    Source: https://devblog.dualthegame.com/2014/12/04/from-barter-to-market-economy/
  10. Like
    Halo381 reacted to Scruggs in What are skills? and how do they work?   
    I think this time-based skill system works for the concept of this game. It encourages playing with other people who are specializing in skills you may not want to prioritize.
  11. Like
    Halo381 reacted to Anaximander in How would you like to handle Currency and Banking.   
    Plus, I can see trading between players happening in goods, with money perhaps being crafted by a faction for tradng with them, by selling your goods to them for the amount of cash they deem your goods are worth. It's emergent gameplay at its finest.
  12. Like
    Halo381 reacted to Anaximander in Voxel Tools: Pre-Alpha Game Design   
    Can we add our own textures for simple things like in-game banners???
  13. Like
    Halo381 reacted to Kongou in Prisoners/Slaves and Ransoms?   
    I am considering this strictly for the mechanics of this game.
     
    It's specifically designed to be balanced within the means of this game.
     
    People grow crops, "vitoc" would be a high demand drug for min maxers to get a tiny buff. Either HP or Stamina or some equivalent by the terms NQ eventually lays out, something 0-5%, just enough to make people interested but not a absolute must.
     
    helps create some base line economic value for crops that arent bio fuel crops. and a supply chain, crops -> refine -> drug -> market
     
    The cure has to be rare, it simply cant be something that players just grow a crop and cure themselves of the downsides of the drug, which is to either keep taking the drug and be ok, fight the drug and get debuffed.
     
     
    If they decide to implement skill loss on death, perhaps without 'insurance', then thats fine Ill live with it. I was specifically avoiding it though because losing items and the like is already pretty bad. I only needed a way to make people think twice about using suicide to escape being prisoners.
    Even if they suicide or die the drug needs to stay in them was all I meant by a permanent debuff, you only experience the negatives of the drug if you stop taking it every X amount of time.
    It would probably be a genetic mutation that makes their body crave the drug or suffer the consequences, by the nature of quantum immortality, this way when the RN reconstructs you the effects of the 'vitoc' continue on.
     
    The only ways you would come down with the 'vitoc' condition would be if you either injected yourself, or someone captured you, had the cuffs on you and used specific commands that the cuffs grant access to the owners.
     
    The need for the cure to be difficult to produce, well theres only one way to do that and thats to use the monoliths / discovery system. If you attach it to crops the market will in time flood with the cure and make the drug irrelevant.
     
     
    -The cuffs exist for several means.
    Granting the dominator access to looting your on character inventory, by extension stripping you of clothing/ weapons.
    Ability to inject you with shots / chemicals
    Ability to drag/ carry you
    Ability to force your character to perform certain emotes. or talk in local chat. (essentially turning you into a dancer or a shoutbox)
     
    And you have to give captors a few minutes to do what they're going to do, so the cuffs need to disable your ability to suicide temporarily.
     
    Suicide should have a countdown timer, and disable other actions. that way people cant just click suicide and keep running or fighting.
     
    If you get cuffed and logout, your body stays in game.
     
    Now on the other side of the cuffs, someone could just come and unlock the cuffs but then obvious repercussions might ensue such as the owner of the cuffs labeling you a criminal and coming for you.
     
     
    People and even kids see this kind of of content all the time, id say its pg-13 if anything.
    People get handcuffed by the cops and forced into the back of a car all the time, cops frisk people down and 'steal' their drugs and call it evidence. 
     
    The element for criminality of any function is always possible.
     
    If the entire community banded together we could build a chain of walls around the Novark Arkship and trap all the new characters in there. Give them a tag that demands they pay a mega corp a weekly tithe to get out of the walls.
     
    People might use ship reactors and overload them in urban areas as terrorist devices.
     
    Theres already many elements of this game that could be abused, namely the penis voxel ship I believe some were worried about. Just because the possibility is there doesn't make the game M for Mature.
  14. Like
    Halo381 reacted to Code24 in Am I alone in thinking that Stargate Probes are a bad idea?   
    I mean.. that makes sense though right?
     
    It's not like people will be be stuck in the same place forever. There are going to be the resources necessary to refuel throughout space. So yeah, you'll need to get out there mine it, refine it, and refuel your ship. You'l probably have to return to populated space every once and a while if your an explorer but that's realistic and leads to good RP. If everybody is off doing their own thing, player interaction won't come naturally
     
    The devs have stated multiple times that for every pressure (i.e. the benefits of player expansion), there will be a counter pressure (access to fuel, communications, markets, etc.). 
  15. Like
    Halo381 reacted to Anaximander in Am I alone in thinking that Stargate Probes are a bad idea?   
    The Stargates could be implemented for massive transit for people who don't own a probe. I mean, you built the road, you profit from the tolls people pay. And if you piss off te wrong people, they might come looking for your turf.
  16. Like
    Halo381 reacted to Anaximander in The Council of Alioth   
    They could make the starter area a Virtual Reality in your cryo-sleep. Think Demolition Man logic. You go to cryo sleep, wake up, you know how to knit neat vests.

    Same logic here, but your starter area is a VR world, that is wiped out after your tutorial sessions is over. 
  17. Like
    Halo381 reacted to Code24 in The Council of Alioth   
    Dude... have you been reading my mind? I've been thinking about this issue for like a week too and I made sure to ask about it in the AMA as well.
     
    One of the greatest appeals of any sci-fi game is cool looking cities and ships. But in the case of Dual it seems that just one idiot with a mission could do a lot to break the immersion. 
     
    First off, I really like the ideas you brought up and I think they would actually solve this pretty well. However, I do view them as a last resort. My preference would be to use game mechanics to favor useful designs over useless/joke constructs. 
     
    Here's my idea:
     
    The kind of technology that the ark uses to protect buildings should take up a huge amount energy because it is actively preventing certain players from destroying/modifying voxels, and as more constructs are created it has to protect more. So in order to balance this, players have to actively pay for their use of of the arkified area on a per-voxel basis (whether this should be monetary or resources idk). If the player runs out of resources to maintain the construct within the arkified zone, it temporarily becomes unprotected and players can either destroy it, or start paying for those voxels themselves. 
     
    This idea assumes that "VR mode" blueprint construction is implemented. This means that players who are just starting out and cannot yet pay for protection of their constructs in the ark-zone can do so by using VR construction and building the actual structure elsewhere. If they (as a new player) want to build their structure within the ark zone must begin a career or coordinate with an established organization to get it built and regularly payed for.  
     
    While this cost of building in a protected zone is a downside, it can easily be worth the cost. Buildings within this zone are the first constructs players see when the spawn at the ark ship, so these buildings will have more visibility to new players than any other in the game with the added benefit of being indestructible. If you are seeking a place for your market, business, or organization headquarters there is no better location than here. 
     
    The desired effects of this mechanic:
     
    Arkified areas become functioning cities rather than just a mismatched graveyard of unused player constructs. The construct has to be providing value to an active/organization player in order to be worth the cost of it's existence. Buildings within the arkified area will not be on a first come, first serve basis. If a player decides to leave the gave for more than a few weeks, they need to consider whether they have enough resources to pay for it over the long term, and if not, consider giving ownership to someone else who can stay online. 
     
    And finally, I feel that this would, at the very least, limit the proliferation of the "TTP" problem. Unless an entire organization is very passionate about paying for and maintaining Dickbutt structures it simply won't be worth the resource draw.
     
    If you agree or see a major flaw in my reasoning here lmk.
  18. Like
    Halo381 reacted to yamamushi in Inspecting Peoples' Inventory   
    Along this same topic, I'd like to be able to inspect ship cargo before allowing someone to dock in a station.
     
    The same could be said for player inventories and allowing someone onboard a station....
     
    I mean the last thing you want is for players to start shooting at each other onboard your space station.
  19. Like
    Halo381 reacted to Anaximander in Inspecting Peoples' Inventory   
    And THAT good sir, is EMERGENT gameplay The guy who makes weapons for the assasins is an infiltrator (or a ruffian). After that, let the Internal Affairs take the lead, with sanctions being placed and secret agents investigating the issue. Intelligence and Counter-Intelligence. That is a gameplay to look forward to (And the secret compartments in clothing ofc). I have no issue with a guy managing to gain the enemy's trust and being in caputs with an assassins organisation, because THAT is fun gameplay and a drama source
  20. Like
    Halo381 got a reaction from Anaximander in Inspecting Peoples' Inventory   
    Perhaps, rather than have a specific skill, there'd be an item; say, like a hidden pouch you can stick in your inventory, and no one will be able to see it or it might be disguised as something else.
  21. Like
    Halo381 reacted to yamamushi in Am I alone in thinking that Stargate Probes are a bad idea?   
    They never said anything about making it easier for later players to reach new stars (outside of stargates), what they said was:
     

    "Flying from a planet to another should be a real achievement in our game vision. So it would not be available on the first day of the official release. If a player is here from day 1, it might be weeks, maybe a few months before the travel from planet to planet becomes possible. This is still a topic heavily discussed in the team. However, later on in the game, when the global tech level of civilizations built by the players will have reached a certain point, it will be possible for a new comer to simply buy or be given a ship to fly with as soon as he arrives in game (he will still need to learn a few skills to be able to fly it however, but the basic levels should be reachable between a few minutes and a few hours, according to the flying construct complexity). In short, the game experience for a player present from day 1 might be very different from the game experience of a player coming several months after the game has launched, also different from the game experience of a player entering the game one year after official launch (where many solar systems will be, without a doubt, already discovered and colonized)."
     
     
    And on the topic of Stargates and travelling to distant stars they've stated it will take months for probes to reach their destinations before players can travel to them and construct the other end of their stargate, there was nothing stated about making it easier for new players to just immediately travel to distant stars without stargates.
     
     
     
    Also, those "unfun" RP mechanics are the reason many of us are here, and have been so active on the forums, and why we've gone out of our way to make player organizations based on the little we know about the game.
     
    How could you possibly say they'd be "really bad for the game if implemented" without knowing anything about the game as it is? You're applying that logic in the hopes that the game will be like Eve Online, which aside from some basic mechanics and the world being a sandbox, DU is going to be anything but Eve Online. 
     
    Those of us who have been most vocal in our support of DU are the ones hoping for a feature rich game that is both difficult and rewarding, not a theme park playground where everything is given to us without much effort or patience. I can't see how having to work towards something and needing patience is "unfun", especially in a game where they expect it to take us weeks or months to even reach space in the first place. 
     
    If I wanted a game where I could just jump into a ship and fly anywhere I wanted immediately without any effort or survival mechanics, I'd just play No Man's Sky. 
     
    I want a game where people have to work together to create amazing structures in space, where trade and the economy are a core part of the game dictated by players, where establishing a new planetary colony is something to be proud of and not something anyone can do overnight, where going to war involves more than just throwing manpower and ships into battle, where every choice a player makes has an impact on the world around them.
     
    I want a game that has a living breathing world, and you can't really do that without survival mechanics of some type, otherwise we'll just end up with Everquest Landmark in space.
  22. Like
    Halo381 reacted to Anaximander in Am I alone in thinking that Stargate Probes are a bad idea?   
    As they say good sir, you got to spend money to make money. And a guy investing in 15 probes to find untapped mineral sites, is a man who invests hard.
  23. Like
    Halo381 reacted to CanadianKarbon in Balanced PvP Destruction System   
    Personally, I believe that building a good defensive base on the surface of a planet should be less resource intensive than building the ships to attack it. Not because the developers nerfed the attackers, but because the attackers need engines, fuel, and ammunition for each of their ships. The defenders will need ammunition and electricity as well however by its very nature bases should have an abundant supply to defend its self. I agree with the original poster that unless the enemy overwhelmed you with something resembling a Star Destroyer your structures should not be easily destroyed with something like a speeder. (keeping with Starwars references)
     
    Explosives yes, cannons yes ,machine guns your character shoots no. 
     
    With a proper design of walls turrets and other defences, you should be able to stand your own against similarly power entities. As mentioned before, if you attempt to combat much stronger opponents than yourself then nothing should stop other players from destroying what you have built. Unless they try to destroy your reinforced wall with a machine gun.
     
    The only thing that would piss me off is if characters are able to dig at an unreasonably fast rate. Allowing them to tunnel into you base quickly within minutes, passing the defences you laid because they dug 100 units down went under your base and used the mini map to guide them into the heart of the base. 
  24. Like
    Halo381 reacted to Anaximander in Wheeled or Tracked Vics?   
    It's up in the air as of what vehicles can we expect. Only thing that is certain, are Mechas.

    I don't see the problem for all 3 type of vehicles (wheels, tracks & hover) as not being different levels vehicle engineering, each having its own merit.


    Wheels : run on biofuel, can go for longer in hard terrain.
    Tracks : good for traversing sand,  primarily armored vehicles utilise it, biofuel also.
    Hover : good at traversing anything , costs an arm, a leg and your firstborn to power it with FutureSpace fuel.

     
  25. Like
    Halo381 got a reaction from Kongou in Twitch roundtable discussion   
    Might I join in as well? Once school starts back up in August I prolly won't be able to do it anymore but until then, I'd like to be apart of the discussion.
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