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Halo381

Alpha Team Vanguard
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  1. Like
    Halo381 reacted to Lord_Void in Introducing the DU Search Engine   
    I am very proud to introduce the latest product from Evil, Inc!
     
    We have been working to develop tools that benefit the community, and the first such tool is a new data tracking website for Dual Universe at www.du-stats.com
     
    This site will function very much like zkillboard.com does for EVE Online. Right now it is very basic and only shows a map of the community. This will expand as time goes on with new features coming online over time. Most of the back end tools have already been built and feature development is now more a matter of web design than anything else! Upcoming features include forum statistics, friends list tracking, in depth user profiles, change over time displays, alt detection and organization auditing! 
     
    Now for some FAQ:
     
    What can I use this for? This is a good tool for checking on people who are in your organization, or want to be. It's also a good tool to see which orgs share a lot of members or figure out who that person you are talking to is.
     
    Is the data real time? No. The data is not real time and represents the last time when the website refreshed its data.
     
    How often does the data update? Depends. It generally is updated once every two days, but sometimes can be a bit faster or slower.
     
    Why isn't it real time? There is no need for real time data at this stage. Updating that frequently takes a lot of server resources. The update time will be reduced once there is a need for faster data. When the game comes out, the goal is for a 15 minute update time.
     
    Will there be new features? Yes. This is very much an in-development project. Also, I'm not great at web design, so it will be simplistic for a while.
     
    How long have you been working on it? About 4 months.
     
    What do I do if I found a bug or security flaw? Please either report it here or pm me. 
     
    I want my org to be excluded from this, can you remove it? Nope. If it exists on the official site, it exists here. If you don't want people to see it, don't create it.
     
    I searched for my name and didn't find anything. Why? The map that is currently there only shows people who are in an organization. If you are not in an org, your name will not appear. Future features will show accounts even if they are not in any orgs.
     
    Does it work on mobile devices? Maybe. It isn't currently designed for that, but hopefully will be in the future.
  2. Like
    Halo381 reacted to Caesares in An Apology and Explanation   
    Greetings,
     
    It is I, the nefarious, evil, wicked, retarded and dastardly creator of the Intergalactic Banking Federation. Now first off, I would like to say that what I did was wrong, obviously, and that I in general should not have done it. However, I find that a lot of people did not understand why I had made this organization. I recently moved to DU from Star Citizen. The problem I had with Star Citizen was that, first off, it was not being made, and, second off, each main economy had it's own industry giant, with no hope of catching up. Many of these organizations had joined early, and where stuffed with alternate accounts that had been made before SC had decided to stop players without packages from being able to join orgs.
     
    Despite this, accounts that had already joined where not affected, allowing large organizations to remain in control mostly because they inflated the numbers. 
     
    So, then I saw DU. I instantly sold what I had in SC, and switched over. There was no way you could compete with those giants. But, looking through the organizations, I grew worried. Much of the accounts in the larger orgs (TU, Void) seemed to be fake, or at least inactive. This worried me. After already being scammed out of years of time hoping for SC, I did not want to go through the same thing with DU. 
     
    So, I made the IBF. I made multiple alt accounts (how I did so I will later explain). The only goal in my mind was to see that, if I pushed hard and made all the accounts so that the community would see, what would Novaquark do? 
     
    Also, as a note, the perpetrator of these activities where me, myself, and I. There was no one else involved.
     
    In the end, Novaquark shut down the organization I had made, which gives me an enormous amount of joy. In SC, the devs don't want to attack the big orgs, because they are their main customers, and they simply don't care. To see devs and moderators shutting down an org, but still allowing the accounts to be free as a kind of second chance was also uplifting, because it shows that the people at Novaquark (I hope I spelling this correctly) don't want to be strict on any one, and are free to second chances. 
     
    So, in the end, my mission is accomplished. You may not like or approve of my methods, and after this neither do I (I had a surprising amount of stress because of this, resulting in me typing this going on 70 hrs of no sleep), but at the end of the day it made me a staunch DU fan and believer. 
     
    How I Made That Alts And How To Stop Alts
    The most annoying thing about the signup system right now for an alt-maker is the recaptcha. This requires a human to do the recaptcha and puzzles it gives. (That is what would take up the majority of the ten hours I spent making alts)
     
    However, the other things people thought would be difficult, password, email, nickname, where not that difficult. For email I would use guerilla mail, since you can make unlimited email addresses and for usernames I simply came up with them or had a generator open. On average, it took 3 minutes to make a convincing alt, and about 2 min to make a really horrible alt.
     
    Now, there is a very easy way to stop this. Don't allow more than three alts per IP address (all the accounts I made, totaling 150, where made on two devices) do not allow users to have guerilla mail emails, and add more human-required brain work, such as maybe answering a code or making sense out of phrases in the email before the verification process for the accounts begins. 
     
    If all of this is done, the average time for one alt account could exceed 20-30 minutes.
     
    Also, maybe require filling out payment info, or at least residence, that way someone cannot be two people in the system.
     
    The Apology Part:
    I know I might have caused some pain recently. Whether annoyance, anger, or frustration, it was my fault. Please understand, I absolutely hate alts. They where what made me leave SC. I wanted to see if DU could be affected in the same way. The pain, annoyance or frustration I caused was completely my fault, and I sincerely apologize.
     
    Getting to know this community, and see it come together to fight my organization was very empowering and motivating. I am now certain that this game will come out, because of the people who make up it's community and the developers, who listen to that community.
  3. Like
    Halo381 got a reaction from Evil_Porcupine in DU Battle Royale [Forum Game]   
    Ah, should have known leaving the battlefield would've resulted in a loss rather than a draw.
     
    Oh well. At least you can't say I wasn't the apex predator of this game. I look forward to the next one. I intend to fully win it.
  4. Like
    Halo381 got a reaction from Vyz Ejstu in DU Battle Royale [Forum Game]   
    Ah, should have known leaving the battlefield would've resulted in a loss rather than a draw.
     
    Oh well. At least you can't say I wasn't the apex predator of this game. I look forward to the next one. I intend to fully win it.
  5. Like
    Halo381 reacted to Cybrex in This has to end...   
    Amateurs. 
     
    If you want some pointers on alts, just PM me!
  6. Like
    Halo381 reacted to MinerMax555 in This has to end...   
    As some of you already pointed out, the "Intergalactic Banking Federation" (IBF) had an extremly high growth in the last days. Founded on the 1st of march, they already have 65 members. Nearly all those accounts were created in the last 5 days. There were 26 new members in one day. That's more than 1317 orgs got in their whole time of existance. I'd like to ask NQ to either delete this whole organization or the fake members. This is a problem that many online games have but we should start fighting against it as soon as possible.
  7. Like
    Halo381 reacted to Hotwingz in All roads lead to Rome. (Or should that be Cinderfall?)   
    Hello everyone,
     
    In the "Player generated content" thread the idea of roads came up. Some ideas whent back and forth leading to a really good idea for a gameplay element.
     
    I should mention it was a group effort and the people who contributed to the idea know who said what. Trying to condense the idea for a dedicated thread I came up with this.
     
    Picture a sqaure element. On all 4 edges we have 2 sockets. As explained in the GDC meet up video, the engine element had an in and out socket. I suggest the same for this road element.
     
    1 socket takes power in, the other out.
    I think with this set up it could be a very interesting addition to the game. The idea is that you link up these road elements to a power source. This in turn activates the passive buff provided by the road element.
     
    It could also be used to connect power between settlements for example.
    NQ could add a passive speed or fuel efficiency buff to the road element. Just let your mind wonder about all the gameplay that would emerge from this element.
     
    Ever wondered how you would find your victims as a robber? Trade convoys would naturally gravitate to using these roads.
    It would lead to all sorts of interesting gameplay. I'm more interested in the immersion it would provide but every player archetype would find some use in these roads. It would also create additional industry and opportunities to create commerce.
     
    I'm not sure what the use would be for the out socket. But I think most if not all elements will work with these I/O sockets. So I wanted to keep the element within established design.
     
    Feel free to add your own ideas, critique or scenario's to this thread. Or perhaps just your support for the idea.
     
    Thank you for your time.
    https://board.dualthegame.com/index.php?/topic/10871-player-generated-content-how-to-bring-cities-to-life/page-1
  8. Like
    Halo381 reacted to FD3242 in New Dual Universe video from GDC   
    Wow so much hate for the game. I mean not over hyping is good, but out right bashing a game that you know nothing about just because some other game that shall not be named was bad is not. So sad :'(.
  9. Like
    Halo381 reacted to ATMLVE in New Dual Universe video from GDC   
    Just stumbled across this awesome video on Dual Universe from IGN. Its a small little interview with JC, contains (I think) new footage.
     

  10. Like
    Halo381 reacted to ATMLVE in The February 28th Q&A with JC   
    I have “transcribed” the Q&A from the video of the conference that was held on February 28th. This is not a direct transcription; I have cut out general conversation, anything that was repeated, and just put in an overall format change to make the discussion that occurred more appropriate for reading. The idea was to isolate information. It was often difficult to hear exactly what was being said, so this was further reason not to quote the conference verbatim. I have not added anything that was not said (there were times when I was tempted to add in some of the things I know about the game, but I didn’t!). If you feel that anything is left out, or that something should be changed, then please let me know!
     
    Something else that I have added in is ‘extra info’. This is stuff which was not directly asked about, but which came up in discussion and I thought appropriate to add.
     
    This documentation begins around the 30 minute mark of the video (which can currently be found on their Facebook page), when the Q&A started.
     
     
    How in depth will the mechanics of refining resources and creating alloys be?
    There will be some pretty deep recipe networks, which will make building complex or high-end elements quite complicated, to the point where the specializations required will be so varied that some of the components will most likely have to be purchased from the market. There will be different alloys which can be created by combining different resources and materials, which can be used to create interesting materials and properties. Alloys may be something that the player can research, to allow for them to find new ways of combining different resources to achieve different properties.
     
    Can you transport hover vehicles inside of larger ships; in other words, transport small ships inside of larger ships?
    Definitely yes, this is the whole architecture of the game. The technology of the servers are all made for that, so yes.
     
    How is in-game currency generated? Do you do missions, sell stuff, buy orders?
    It is unlikely there will be missions, but this is not completely ruled out. They may be added later, but the main source will be from NPCs/bots on the market, where you can spend your money or sell your stuff. One of the issues with bots however is that they have to be designed such that they do not disrupt the economy; the economy is intended to be shaped by players. The intent is that market bots will amplify or emulate transactions that are occurring between players.
     
    Will market bots be permanent, or will they come and go away after a while?
    The idea is that, if there is a lot of activity by players, they should go away, but this is not final. They may be used later in the game's life to make changes to the amount of money in circulation to regulate the economy. The main thing is that the amount of money in the game should be proportional to the number of players, as well as the type of activity taking place and the amount of the respective activity.
     
    Extra Info:
    The name of the currency in the game will be quanta. Quanta, the plural of quantum, is a unit of energy; since the currency will sort of be the “energy” of a lot of the game, the name quanta is appropriate.
     
    Does having things in your inventory increase your mass, and does that influence construct physics?
    Definitely yes. If a player has a lot of things in their inventory, and they step into a ship, they might push the ship down. A ship with lots of containers may fly well with no cargo, but if the containers are filled up then the ship may not be able to fly anymore.
     
    Will there be chat systems? Global, regional, planetary?
    There will be some sort of local regional chat. However, regional is not easily defined in the game; for example, a planet could have hundreds of thousands of people on it, so regional is not something that is precisely defined yet. But there needs to be something at least that allows players to talk to other nearby players.
     
    Will there be such a thing as ship linking; will there be docking ports?
    Small ships docking inside of larger ships is definitely a planned feature. However, docking two ships of the same size together gets a little bit more messy. With that feature, large layers and chains of ships could be created. At this point, which player is controlling the physics?
     
    How will construct repair work?  Will there be repair units, or will it all have to be done by hand?
    It will always be possible to repair by hand, but there will be repair units that will be able to restore a ship back to what it initially was before it was damaged, provided the unit has the required resources, energy, and time. The repair unit will know what the construct it is a part of is supposed to look like, and it will have the capability of restoring a construct back to that original image if the construct is damaged.
     
    How does the production of ships from blueprints work? Is it an instantaneous process, does it happen after a specific time, part by part?
    It is not going to be instantaneous, it is going to take time. It will take resources and energy, and probably if it is significant then it will need to be defended in some way, unless it’s happening in the safe zone. The required time will be proportional to the size of what is being built, so mass producing battle cruisers is not something that will be able to be done overnight.
     
    What happens to a flying ship when I destroy its engine in space? Does it just come to a stop or does it continue at the last known speed?
    Engines are physical. So if there are two engines, one on each side of a ship, and one of the engines is destroyed, then the ship is going to spin. The core idea is that engines are physical, so if they are destroyed then that can impact how the ship moves. There is a very good chance that, given that there is no friction in space, a ship will continue to move if its engines are shut off. However, if a player were to be in a moving ship, log off, and come back three weeks later, they would find themselves in the middle of nowhere; this is not desirable.
     
    Will there be cloaking?
    There will be cloaking. It will probably not be around at release, but it is one of the features that seems obvious for a game like Dual Universe. This is desirable for a player than may want to log off for a while; they can cloak and lock a ship to keep it safe.
     
    What methods will be available to detect constructs, and to avoid being detected?
    There needs to be a way to detect others in the game. There will be ways to scan for players, whether on or below ground; and similarly there will be something like a distortion field that allows you to be hidden from sensors. But, there should never be a totally foolproof way to hide without some weakness. It will also be possible to put trackers on ships, and a corresponding countermeasure to that.
     
    Extra info:
    The nanoformer will be able to 3D print basic and fundamental parts and components for the player to use.
    Ships can be stolen and reverse engineered; Lua scripts can be read by those who steal a ship with a script on it.
     
    How are scripts shared between players; a script runs client side, but is it shared with players?
    Scripts are always running on the players machine, but the text of the script is synchronized, so everybody can see it. So if there are different control units with different scripts in them, one player can start one of them and another can start the other script, and they will run in parallel. Similarly, whatever the scripts do is synchronized by the server for all players. Scripts are run on the clients computer, but several players can be simultaneously running and using different scripts which are all made by a single player (and thus running on that players computer), and all players can see the effects of the scripts. One exception is that you cannot have two players controlling the same element at the same time.
     
    Can scripts be hacked?
    Hacking will be a skill within the game which will allow a player to bypass RDMS systems. It will require time, and is a planned feature, but may not be present at release.
     
    Extra Info:
    Locations are something that can be itemized; as an example, the coordinates of a vein of ore within a planet can be “itemized” whereby it can be sold on the market.
    Reputation will be a mechanic within the game, but exactly how it will work is not completely finalized.
     
    Will armors for players be modular (i.e. heavy armor chestpiece type-A with legpiece type- B ), or are we looking forward to a single-piece type of armor, and in an extent, will weapons be a part of an armor or are they separate customizable entities?
    Armor will be separate; that is for sure. It is likely, certainly at release and at least for a while, that player armor mechanics will remain simplified, but the concept has potential to expand.
     
    Can a solo player fly a warship with many weapons, or does each weapon need a player?
    There needs to be a player for every weapon; that is the requirement. This is for several reasons, one being that the game is an MMO intended to have players working together, another that it doesn’t make sense for one person to single-handedly control a huge warship.
     
    Have you considered how you are going to do the updates?
    There will be expansions every ~6-12 months. Updates with new features will come out at regular intervals.
     
    If you claim two territories next to each other, do they fuse together as one big one?
    There will be ways to link territory units. Players will also have the option of having lots of little territory units, or one big territory unit that links everything. This gives the option of having one large easily defended tile which covers a huge area, or lots of distributed and less easily defendable tiles which only allow access to the local territory. One mechanic which may be present is that a claimed territory tile cannot be attacked if it is surrounded by other claimed territory tiles, provided they all have the same owner.
     
    Will players ever need food?
    The question of food is linked to survival gameplay. There probably will not be survival gameplay at the beginning, because it requires so much work to be functional, but it is something that has the potential to be added later.
     
    Extra Info:
    A bowl of rice is 8 dollars in San Francisco.
  11. Like
    Halo381 got a reaction from Vyz Ejstu in DU Battle Royale [Forum Game]   
    Ha! Even now, you are a man who thinks himself a Titan, when he is naught but a man!
  12. Like
    Halo381 got a reaction from Vyz Ejstu in DU Battle Royale [Forum Game]   
    So you say
  13. Like
    Halo381 reacted to Anaximander in Transported Goods Safety   
    No worries, EVE Online's contract system has you covered. TL; DR : the hauler puts up a collateral fee for the cargo, that the person issued the cotnract evaluated his cargo as.

    If I wanted to move 10 billions worth of minerals to my factory, I would take into account :

    1) the price of my minerals

    2) the time I would invest on them if I was to refine or manufacture through them.

    3) how much I would actually make in the market.

    Then I set up a collateral of 20 billions on my 10 billion cargo. If the cargo hauler does not deliver the cargo within a certain window, I get the collateral the hauler put up to undertake the contract. If the Hauler delivers the cargo to the cargo container I designated for him to put the cargo in, he gets paid as the contract is fulfilled. 

    And that's how it's done. A simple mechanism of contracts. Contracts in EVE == player quests. Some may ask you to bring the body of a particular person to them to be rewarded. Other contracts may be for minerals, while others use contracts to sell stuff.

    Yes, this can be used to scam noobs that can't tell what contract is a scam, but hey, ce la vie.

    So yeah, cargo should be stealable, but if you put up collateral for it when issueing the contract, you are covered. It's the hauler's problem to make sure they deliver the cargo.
  14. Like
    Halo381 reacted to Kurock in Transported Goods Safety   
    Did someone say "player run insurance"?
  15. Like
    Halo381 got a reaction from Evil_Porcupine in DU Battle Royale [Forum Game]   
    Ha! Even now, you are a man who thinks himself a Titan, when he is naught but a man!
  16. Like
    Halo381 got a reaction from HydraPilot42 in DU Battle Royale [Forum Game]   
    Ha!

    We're just gonna end up killing each other anyways.
  17. Like
    Halo381 got a reaction from Evil_Porcupine in DU Battle Royale [Forum Game]   
    So you say
  18. Like
    Halo381 reacted to Lord_Void in Return of the "Debate" threads. . .   
    It'll be nice to have more activity and things to debate. Looking forward to it. 
  19. Like
    Halo381 reacted to Lethys in Defense Systems   
    Not really. Just look at EVE's workaround for that problem and the really really cool gameplay that emerged from there. Yes DU is not EVE and yes, due to different mechanics, it may be essential to have point defense. I merely want people to think out of the box
     
    In eve missiles are actual objects (unlike as in DU) and there are Smartbombs (AOE dmg in close range). Once the meta evolved into missile spamming fleets of drakes - so you need a counter to that. People just used some smartbombing Battleships on the edge of each fleet, constantly bombing the area to protect the fleet from incoming missiles.
     
    So perhaps there is point defense, perhaps not. The Meta and counters to the meta will evolve anyway
  20. Like
    Halo381 got a reaction from GatekeeperZo in Defense Systems   
    A weapon can be as powerful as the Death Star without having planet killing capabilities. It's simply a matter of how many guns you have on the thing and how many people you have to man them, along with the weapon's armor and speed.
     
    As for what countermeasures there are to protect oneself, at this stage in development, we simply don't know. Point defense systems are a must, if missiles are ever going to be a thing in-game. Perhaps shields will be better at stopping lasers and armor at stopping kinetic/explosive based weaponry, as is the classic way things are divided. Until NQ tells us, we won't know. We can make suggestions though.
  21. Like
    Halo381 reacted to MinerMax555 in DU Battle Royale [Forum Game]   
    Looks like I'm out. I want to thank everyone that participated and the game master of course. This was really fun. Maybe we can do something after this ended. I was thinking about a digital pen and paper version. That would be really cool, as Zamarus would be the perfect game master for that. Good luck to the rest of the participants, may the odds always be in your favour
  22. Like
    Halo381 reacted to Caprikel in Asteroid Gas-stations   
    Alright, now that I've got your attention, I'll explain in detail what exactly I mean by an asteroid Gas-station.
     
    So basically, what I've imagined in my head is a scenario where there's the asteroid belt of a solar system, and this is basically the Wild-West of Dual Universe (At least one of the Wild-Wests). 
    In this scenario in my head, asteroids will be a rather lucrative business venture, where asteroids are full of rare elements to mine (Like real life) and they would also be full of ice (Like real life). 
     
    In this thread: https://board.dualthegame.com/index.php?/topic/10725-food-dispensers/page-2 
    I mentioned the idea of getting water in space by mining the Ice, and CaptainTwerk mentioned that that Ice would be full of isotopes, and that they could be useful for fusion. 
     
    So imagine that you have a mining operation on an asteroid, and there's lots of Ice you have to mine through. There could be an element that basically filters the isotopes, like deuterium and tritium, which could be used for fusion fuel, and the rest of the ice can be used for same consumption. (Assuming people will eventually need water to survive in a future update.) 
     
    I think this would lead to some interesting business ventures, where your mining operation can basically have a gas-starion (fuel-station) out in a desolate asteroid wasteland. While they're at it they might as well have a pub/motel to go along with it, and then a neat lil asteroid Wild-West themed town is born! 
     
    I think this would be a creative way of making asteroids more practical for actually settling, and create a fun Wild-West atmosphere to deep space.
  23. Like
    Halo381 reacted to NQ-Nyzaltar in Subscription should not be its pay model   
    Novaquark's point of view regarding the definition of "Pay to Win" (and why the DACs aren't "Pay to Win") has already been clearly stated in this post.
     
     
    If a thread isn't locked, it's not an implicit authorization to continue it ad vitam aeternam.
    Many forum have in their forum chart a line "No Necroposting allowed", which basically forbid to revive a thread that has ended a few months ago.
    Why? Because a thread might make sense in a context, and might talk about something completely outdated in the current situation, generating unecessary confusion in the community. True, Necroposting isn't mentioned in the DU Forum Chart, as it wasn't necessary until now. This might be updated.
     
    You took many shortcuts while making comparisons between games but as Lethys, Tnecniw and CaptainTwerkmotor already answer in details to all your points, there is nothing to add on the topic (the point of view of both sides have been explained in length). As it's also a discussion that already happened in several topics on the forum, and questions raised here has been answered many times as well, this topic will now be locked.
     
    Thank you for your understanding.
     
    Best regards,
    Nyzaltar.
  24. Like
    Halo381 reacted to Code24 in Engine intake and exhaust considerations   
    It think this is the best solution, simple and probably not very difficult to implement. 
  25. Like
    Halo381 reacted to Anaximander in Trauma Mechanics and Emergent Gameplay Consequences.   
    I won't go into details as of what Battle Fatigue is in real life, although THIS sums it up pretty nicely.


    The TL ; DR version, is that a person loses efficiency, in a statistical way, depending on the amount of battle and / or injuries they have accumulated (along with other things, that are too dark to elaborate).

    This can be emulated with a Trauma mechanism in the game, so death has some consequences that go beyond material loss and punish people who actually went looking for trouble, as well as make assassins something more than just glorified bounty hunters.


     
    This suggestion covers :

    1. The logic behind it.
    2. The suggestion of a powers system on a timer.
    3. Ways to overcome it faster via emergent gameplay and player interaction.

    Without further ado, here we go.



    1. The Logic Behind It.


    Discouraging mindless PvP and turning the game into a bloodbath. While a Bounty System is welcome as a precaution, as a good fella in Discord pointed out "I am not worried about the Bounty System, it will only bring more content for me as a PvPer, it's a reward for PKing people more than anything". 

    So how do you make that person think twice before going after you? What prevents them from going into a killing spree?

    That would be a skillpoints loss system, right?

    Well, wrong. Skillpoints are like your money in-game, they are there as a "save" button, they are there to signify your progress and "power", in an abstract way. They should be secured.

    But what if there was a way to take away efficiency, without taking away skillpoints? And well, money are meant to be spent anyways.

    That would be the Trauma mechanic.


    2. Powers on a Timer.


    If a person dies once, they suffer a Trauma debuff, that is chipping away a percentage of their attributes, which are linked to the skill training system, as skills are operating on increasing the bonuses of a person's attributes, while attributes are there to justify how fast a person learns skills and what skills they can learn.

    For this suggestion, the percentage loss for the first death off of a person's attributes, is 1%. I know it sounds very small, but it's for ease of understanding more than anything.

    When a person dies, they suffer the Battle Trauma debuff, which is on a timer of 10 minutes. It sounds very little for one death, BUT, if you die again within that timer, your Trauma increases in duration and intensity.

    The equation for the timer is :

    (BattleFatigue-Timer)^(times of death)

    While the Efficiency Loss beyond the first death, is :

    [ (Efficiency Loss Percentage) + 2(times of death) ] / 100
    This means for the first death, the equation is :

    (10 minutes)^1

    Timer is 10 minutes. No biggie, 10 minutes with 1% attributes loss. That will make your 100 Strength character have 99 Strength, who cares, right? Well, thing is, certain skills, require certain attributes, and attiributes assuming the Devs went the EVE way) take time to learn depending on your attributes. So a 1%, equates to a certain extension of the training timer to fill up.

    But if you die AGAIN (somehow you fell off the stairs or something, I'm a Twerkmotor, not a fortune teller) within 10 minutes, the timer begins to look something like this :

    (10 Minutes)^2

    [1 + 2(2) ] / 100

    So, you got 100 minutes of Trauma, at 5% efficiency ratio. It's still fine, it's 1 hour 40 minutes of 5% less effciency, it's not something devastating, it's not the end of the world. Maybe you'll log out anyways, and by the morning you will be feeling fiiiiiiiiine.

    But somehow, you die again within the timer ( Fail Hard 2 : Fail Harder , Evil Stair had its way again).

    Timer begins to look something more like ... erm, this : 

    (10 minutes)^3

    [1+ 2(3) ] / 100

    I'll save you the hassle, that timer is about 2/3 of a day long and it is for a 7% efficiency loss. You might say, "that's not too bad, it's only 7%", but then again, that equates to skill training taking longer, so that one week, is more like 2 weeks more on a high level skill. It is punishing :|

    But for some unknown reason, you went for the lucky 4th time in a row and died.

    That would be 1 week worth of trauma, for 9% efficiency loss.

    But no worries, Emergent Gameplay is here for you. Time to get to the Doc Mitchell's house to patch your noggins up (if you get the referrence, you are Cazador-proof then).


    3. Ways to overcome it faster via emergent gameplay and player interaction.


    Many a person in these forums, have asked if they can build medical centers. Well, with the Trauma suggestion, they can be part of the gameplay in more ways than just a med-kit vending machine.

    A medical skills trained person, has the ability to reduce or even remove the Trauma, via the level of their training and of course, the material costs behind it, either by producing medicine that can counteract the effects of Battle Fatigue that cost a lot, depending on their effectiveness, or via Elements that heal the injured fella.

    The twist is, Doctors can only affect Physical attributes, like strength, endurance, agility and dexterity.


    But I hear you say "but what about Mental attributes?". 

    Enter the Bar. No really, there should be bar in the game :|

    Not exactly bars, but alcohol can be used to reduce the Trauma timer for Mental attributes, like memory, charisma, intelligence and perception.  The twist is, you can't get too much alcohol at once, otherwise you get poison damage (because logic) and also, you get withdrawl, which affects your physical attributes in a very very minor way compared to Trauma.

    This will reinforce the social aspect of the game, having people take time to chill as they wait for their Trauma debuff to wear off, possibly in a bar in-game, or by drinking on their own. Can't force people to have social interactions if they don't want to.

    Afterthoughts.

    This will also create venues for players of more ... RPish backgrounds, to have a legit reason for being in a bar, rather than w/e RP people do ( I don't know, I'm not a turbonerd :| ) , as well as hospitals being legit places to be built and of course, NOT being attacked via interfactional agreements on Laws of War (if there are any).


    This opens up also the economic and politic aspect of the game. Logistics for war, take a whole new meaning. A person that does not die and has a high KD, becomes recognised in their organisation as Cost Efficient, as that guy or gal is melting people without dying, not requiring new armor every time after dying and of course, not costing a heckton on Trauma therapy, not to mention, their character being drunk or in alcohol withdrawl debuff, that needs another medicine to make it go away.

    This also opens up the Drugs Industry in the game. Drugs are much cheaper to make than high-tech medicine, but they cause you SEVERE withdrawl effects (gotta send the message out there people, not everything is as harmless as weed). The Empire of Baconstone, may have an issue with its troops being unreliable bacause of them drugs they use to avoid paying for real medicine that's non-addictive, therefore banning them, thus needing them smugglers to fly in to capitalise in that sweet sweet revenue of illegal tradings. It's far more a legit and organic way of banning drugs in-game, rather than "I wantz drugz illegalz by Devz".

    Politics though are not limited to that. The good ol' tactic of "STORM THAT HILL, THROW MORE MEAT INTO THE ENEMY'S GRINDER" takes in DIMINISHING RETURNS. Every time your soldiers die, they lose their armor, and they lose efficiency. You may have the money to support their armors, but the medicine costs begin to pile up.

    Defenders become more weary and they are on an efficiency level as well. 

    If a faction relies in attrition warfare, they will have to tax people who are not in their fleets or armies, thus politics, take off on a whole new level, as people start protesting on the Protection Bubbles having more Rent, sales taxes going up and in general, Emergent Gameplay of rebellions.

    It's a mechanic that branches everywhere. 


     
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