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nietoperek

Alpha Team Vanguard
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Posts posted by nietoperek

  1. Look on the problem from other side: slavery means total domination one party (lets call them "M" like masters) over another ("S" - slaves).

     

    If it is not "total" - than it is not slavery, you are free to go. However other form of  power over someone can be easy obtained by economic, military or political methods.

     

    If it is "total" - hardcoded in game mechanic with no  - it will sucks. Because if you by found yourself in "S" group, you game options will be extremely limited. Who want play (and pay!) for game, when you can only mine and mine and mine minerals by hand on some forsaken planet, only to fulfill you master needs? With no chance to break chains (game mechanic!) ? You? Please, answer honestly ;)

  2. "What is order for a spider, is chaos for a fly". Everybody has they own style of gameplay and what is for you is "ruin" for other people can be "best fun". MMO stands for "MASSIVE" game, so devs try to create something to satisfy a very vast spectrum of playing needs. And we, as future players, should rather carve our own niche, than forbid others having fun in different ways.

     

    In infinite universe any style of play will not be some else problem - you can always can just change planet ;)

  3.  

     

    . If I had to make an "organization alignment" it would probably be "Neutral good" with some activities leaning towards "Neutral evil". But this is an off the top of my head thought. I'll have to think about it deeper...

     

    Little hint: list a fictional organizations from books, movies and so on, which are your inspiration :) We - members - can list ours "dream orgs" and compose some core set of ideas :)

     

    And core codex - our funding rules /code of conduct - will be nice thing, I totally second that idea :)

  4. Some kind of "slavery" - very unjust and hard to break dependency - can be created using very simple economic tools or political/military power. In Eve for example are peoples/groups called "renters" or "pets", in many cases totally depended on big slliances, without possibilty to fight with them. It is achieved only by diplomatic games and ability to project neccessary power across controlled area.

     

    I doubt need to create individual mechanic for that if you can recreated same effect by "conventional" means.

  5.  

     

    We're survivors, embarking on a journey to save mankind. Of course we need food

     

    I think as last people from Earth we rather need love, as universal source of energy and well being  ;)

     

    But, jokes aside, there is some middle ground on "consumption needs": food/water as a benefit, but not necessity. It is simple idea - you can live infinite time on imaginary "rations", provided by a suit (think Dune stillsuits), but if you are full and hydrated, you will perform some tasks (slighly) better. Think about some kind of temporary "buff" - nothing overpowered (that will be drugs), but above-average performance, when you have enough supplies to sustain yourself.

     

    This way we will not be limited by agriculture in cases of exploration or pvp, but long-term settlements (or ships big enough) with food-production capabilities will provide better life for its inhabitants.

  6. My proposition is more about style than substance - I know that LUA is nothing hard, but I write few basic scripts in my life (in Python, another simple language) and writing lines of text is... quite boring in most cases. We talk about game, not programming course - and we can "gamify" this aspect to make DU more appealing for casual player.

     

    To be clear: I not suggest simplification of language itself. I only want attractive method of input ;)

  7.  

     

     I'm also hoping for some kind of friendly fire mechanism but that may be more difficult. 

     

    Please, no :( There no better kill than friendly kill :ph34r:  Beside this, absence of friendly fire make combat more tactical - 'cause if your friends are immune to your damage, what stop you from nuke whole battlefield from orbit?

     

    Of course some kind of friend-foe recognition can be use in automatic guarding system like turrets or barriers, but option to kill/injury anyone, regardless association, must stay!

  8. Hi,

     

    I know that DU is not planned to be easy, and scripting will be irremovable part of game mechanic. It is something cool... but write hundreds lines of code can be bothersome task for non-programmer players; beside this, scripting is quite boring in form (you know - lines and lines of numbers and letters, nothing fancy).

     

    So. Maybe we can made scripting mini-game itself and give it some interesting graphical interface, easier to understand by "normals"? Of course "text hard mode" will be always available as second option ;) and even "graphical programming" can have less options than text one, like "beginner" and "veteran" versions :)

     

    I not talk about simplification of programming language itself, but more about some kind of GUI/IDE for that - with auto-complete and - most important - easy graphical interface like "blocks" of code for building apps. I know at last two projects, which use this kind of editors ; LEGO Mindstorm and Scratch. Here are pictures of programs build in them:

     

    [sCRATCH]

     

    Scratch-Lissajous-nevit-01.gif

     

    [LEGO]

     

    mindstorms-software.png

     

    EDT: Here is wiki about this style of programming. And you can even use some like this for LUA, too!

     

    flow_graph.png

     

    In my opinion it will decrease "starting cost" for lot of people, and it can be even inspiration for someone for start learn "true" programming ;)

     

    Toughs?

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