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Nokens

Alpha Tester
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Posts posted by Nokens

  1. 3 hours ago, Feriniya said:

    The problem is that even if xl cores come, what was built before is actually on the verge of not being transferred. Then transfer complex and large structures to XL cores instead of 8 L cores .. this is a huge repetitive work and a mockery. That will actually put the old builders in an unequal position with those who will just come :) And force the old people to rebuild or lose the number of limited cores. Sadness. World pain 

    Ideally, people jusyt starting won't be able to produce XL cores too easily / build XL structure too quick.

    That said, it would be nice for NQ to help the transition from L cores to XL cores, maybe with a special type of BP.

  2. Orgs are there to help people share their ressources to achieve big projects.

    Nothing stops you from only developing your character / asset and not taking part in other's project.

     

    "You wanna know why corporations exist? To protect the owners from personal liability and lower tax", again you oversimplify : corporations exist to protect shareholders' interests of course, but why do they need protection ? because they invested their equity in the corporation in the first place, thus sharing their resources with other to achieve a goal, usually get more profits.

    Incorporating alone makes sense IRL, for the reasons you gave, but it does not really makes sense in DU.

     

    Also, RDMS are already there to protect your rights over your org. If your org do not compensate you enough for resources you give, this is the problem of a specific org, not a systemic problem. You make it seems that giving away your resources to an org does nothing for your character, but it should give you access to services and facilities hard to come by playing alone.

     

    Most goals in DU are achieved by orgs, same as most Raidboss are downed by guilds in other MMO.

    What you would want to change in the org system to make it more character-centric ?

  3. 1 hour ago, Bozarius said:

    I think the pocket ship is the way to go. 

    Max 20T, Max 3 Engines, No container. 
    Why not have each Size dynamic core have its own set of rules. Max Engines, Max Containers. 

    But increase engine power and wing lift a lot. 

    Let's take a ship with 1 Expanded Container filled with Hematite. 
    Thats almost 3KT Cargo. (calculating with max ship build skills)
    You will need 6 Large Military Engines to escape Alioth. (More like 8 if you add ships own weight and fuel)

    Next to this, it will need 8 Large Stabilizors or 32 Medium Wings to have enough lift.

     

    Fill up this container with Gold, you looking at 4times these numbers.

     

    The ratios are off. It makes for ugly designs. 

    Thrust and Lift need to go up by a lot. 

    Limit if needed by amount of elements  / Wings / Engines. Not nerf them and make ships unrealistic and ugly.

     

    I love the idea of adding modulair systems to increase power. Rather than place more engines, add power to it by linking elements. Increase Thrust, without the walls.

     

     

    Current aircrafts can fly a few hundred tons (boeing 747 can fly 400 tons, if google is right)

    Falcon 9 can get 22 tons to orbit according to space x website

     

    I know it is the future, but maybe we shouldn't get to trivialize transporting 3KT Cargo from planets to planets with a single ship

     

    I believe we need better rockets, specialized to get heavy cargo to orbit => we would have specialized cargo ship for surface to orbit and then a specialized space cargo would take it from there.

    Hover engines should be the preferred way to move heavy cargo in atmo

    Atmo engine should be used for small cargo / passenger.

     

     

     

  4. There should be an option on the Child construct to dock it

     

    Like : Right click on Child => Dock Construct => Msg Box stating "Successfully Docked on Parent Construct"

    Limits can still be applied if necessary (weight / elements coliding / etc.)

    It also could be linked to a button element for convenience.

     

    That way you can maneuver your small ship as much as you want and when ready you manually dock your construct, and only the you can decide to dock.

  5. 32 minutes ago, joaocordeiro said:

    How long until feli moon 1 has a ECU?
    And why do we have to play this monolithic game play (even if it's just for one month or two) if we have an alternative system?

    Well, a functioning economy does not mean that you will find anything on any market on any planet.

    If we look at other Mmos, most services are concentrated in few hubs. In DU, Players have the capacity to choose and build their hubs, but specialized elements may never be sold outside of said hub.

     

    I find it more realistic to expect a good flow of ores between markets and planets (so that you can buy almost every kind of ore on every planet) and needed commodities (fuel, warp cell, etc.). For more specialized goods, you would have to either travel to the nearest player hub or to the local industrial org base.

     

    TLDR : Be patient

  6. 21 minutes ago, CptLoRes said:

    Fully maxed out you can have 16 cores. So for static core, I would go medium or larger. And it really hampers down on fun/creative experiment type builds, since you are always just one core away from having to deconstruct something..

     

    And cores cost literally nothing for NQ to maintain, compared to the entire persistent world they have to maintain. A core is just a small amount of data stored in a database. Data that is totally passive unless there are players interacting. Any time you dig a tunnel, you have probably already used more server resources then a core would.

    So do you think the limit is only for gameplay purpose ? To force player to give value to each core used and not leaving them behind ?

     

    I think the limit on dynamic cores is mandatory to reduce the clutter of speeders at markets and any future important gathering point. But I would support an extension of the static / space core limit

  7. 1 hour ago, Sabretooth said:

    Limitations on how many cores one can own? Even the static cores?

    So if you max out you will have to deleted small core buildings and rebuild them with a bigger core?

    That sounds like something I really dont like. As I am a builder, I dont want no restrictions with this subscription model. Im not going to pay monthly and be maxed out so I cant build no more!

    You have to understand that this is a persistent online world and that NQ has to put some limitations mainly to preserve server capacities.

    However you can save your builds through blueprints, so your work isn't lost and can be redeployed quickly.

    You also can sell your BP or buildings to other players, which is a way to finance your projects, free your core capacity and preserve your work (in a way)

     

     

  8. 4 minutes ago, Sabretooth said:

     

    And still... is there enough material on your claimed territory to build a big building?

    Depends how big you are thinking, but a tile on Alioths should yield a few 10Kl of ores, enough for a fairly large building.

     

    Biggest problemn now would be the availibility of large cores, which require higher tier ores... But you will be able to purchase them from markets.

  9. Availability of basic materials is ok. You can build impressive voxel buildings with  a limited time invested in mining materials.

     

    At the moment, you also earn 100.000 Quantas (edit : daily) (currency) which can be used to buy more building materials. Also, a dispenser unit at markets trade 200m3 of gray cement for 10.000 Quantas.

     

    All in all, you should not spend a lot of time grinding if you don't want high end elements and/or building material (building out of gold is costly).

    Plastic, Carbon fiber, wood, aluminium, bricks are cheap and easily accessible with various colors and patterns.

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