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CanadianKarbon

Alpha Tester
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  1. Like
    CanadianKarbon got a reaction from Shockeray in Shockeray's Dual Universe Community Map 1.1.x   
    Great job!
  2. Like
    CanadianKarbon got a reaction from Vulcan#1 in Recourses in Early Game   
    Usually, in games like this, the cost of purchasing Items and resources decreases over time. New players may have some issues knowing what to do, but this is where organizations come in. Since most tasks in the game need multiple people to complete players should be able to find a group to join. An example that I have from EVE is one crop that I was a part of, everyone pooled ISK into a pool that paid for new member ships and equipment.
     
    To finish I believe that later adopters to the game will have an easier time getting into the action of the game than the early adopters. Infrastructure will already be set up and organizations will have more resources to finance new players. Even if those new players are getting hand me down and used ships.
  3. Like
    CanadianKarbon got a reaction from rmhenn 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. 
  4. Like
    CanadianKarbon got a reaction from Halo381 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. 
  5. Like
    CanadianKarbon reacted to AlexWright in AI Scripting   
    Alright, so here's some ideas I've come up with (I'm still in the process of learning LUA scripting, you'll have to forgive me if I'm missing something). This is something I'm working on for members of the C.E.F.
     
    Essentially, it would be multiple scripts running throughout the fleet. My only concern, of course, is that they wouldn't allow scripts from multiple sources to call or contact each other, which is possible. This also assumes that IFF is going to be something you can reference while scripting, or from scanning the area. We already know that you will be able to have Eve-like ratings for other entities, such as neutral, unfriendly, or friendly. Assuming we can call to those functions, and output a vocal or text statement, then something like this should be possible:
     
    1. Core.lua (I'm just using the .lua to represent different iterations of the script across multiple "devices").
    This is the common core which prompts all other scripts to run, usually aboard the main fleet vessel. Alternatively, if you didn't want one single vessel in charge of all of your operations, this could be on a smaller support ship.
     
    2. Member.lua
    This assigns the ship that this script is running from a "key".
     
    3. Security.lua
    This script would be aboard the security part of your fleet, which would then call to approaching member.lua files, checking the "key" generated from that source against a list loaded in...
     
    4. Syssec.lua
    Essentially just a database of allowed "keys". Security.lua would use this to check incoming keys to make sure they match accepted personnel. If you wanted, this could just be part of Core.lua.
     
    Then, when a check passes, it would allow the incoming ship/vehicle/vessel to dock/land/whatever without triggering a system wide alert. However, if the incoming check fails, you could move on to having a script send out an alert to all nearby allied vessels through the security script. It could also forward power to defenses such as shields, weapons, etc. Essentially, just an automated way to enter into "red alert" throughout a fleet. I'm still working on getting the Member lua working, Core should be working at this point, but testing it is proving difficult without the other parts. It executes just fun, but that's meaningless if it doesn't do much.
  6. Like
    CanadianKarbon got a reaction from yamamushi 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. 
  7. Like
    CanadianKarbon got a reaction from MaximusNerdius 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. 
  8. Like
    CanadianKarbon got a reaction from Asimos 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. 
  9. Like
    CanadianKarbon reacted to Scruggs in Balanced PvP Destruction System   
    I'm a pve player, I enjoy building kickass defense and waiting for pvp players to wreck themselves on my defense, while I continue building what I want.
     
    @SledgeHammer
    you make an excellent point, that is the only thing that can be frustrating. I cannot adjust my defense if I'm not home while somebody is attacking me 5 to 6 times a night just to get through my defense.
     
    I was hoping that for smaller factions they may consider some form of invulnerability for the area if All the of the faction members are offline.
    Not away from the base, only offline.
  10. Like
    CanadianKarbon reacted to Traceur in Balanced PvP Destruction System   
    I agree that the system should favor the defender, but I am not sure how easy it would be to implement. If Ark survival waned, they could easily make weapons weaker and walls stronger, but this is not the case here. Consider that the most likely tool of attack (a ship) is built the same way as the likely target (base) with the same elements and construction tools, how do you add anything that favors one over the other? Any type of wall, armor, shield or turret you provide will be used by both, the attacker has the advantage of mobility and the most vital ability to determine when the fight ends.
  11. Like
    CanadianKarbon reacted to MaximusNerdius in Balanced PvP Destruction System   
    I'm not asking for protected zones. You're reading it completely wrong. I am a PvPer, I've played Eve, heck I played Ultima Online before the no-PvP Trammel world. I enjoy the heck out of PvP. I'm just asking that something we spend weeks gathering resources for and building not last such a short time. I'm all for base raids - but you shouldn't be able to take down a base in 15 minutes when it took 3 days to build it. That was my overall point. It should take a lot of time and effort to actually destroy a base, especially the upgraded walls.
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