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Hirnsausen

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Everything posted by Hirnsausen

  1. Feriniya makes some interesting points. I would think, the game assumes that we eat our daily rations provided by the suit's nano crafter, but additional recipes would be fun. Attribute boosters? A possibility. But food or dishes as trade goods would be an option, too.
  2. Okay, as I understand it, this is not meant for hangars but for docking along the outside of ships. Interesting and good idea.
  3. Why useless in your opinion? Can you give us some details?
  4. Interstellar nebulae are not really dense at all, they could never stop engines. They are far less dense than the atmosphere of Earth, they are near-vacuum. But they could slow down ships or cause minor damage to the hull or over-heating like in a dense atmosphere. They are not dense, but they measure light years in diameter, and ships fly extremely fast, so this way overheating or hull damage or slow down could happen. Also, make these nebulae harvestable. They are hufe, much larger that multiple star systems together, so they can never be "finished" with harvesting. ionized and neutral and molecular hydrogen, oxygen, helium, dust-alike iron and silicon and carbon particles. Due to the giant size of nebula, I can imagine that they would be along the border of the playable area of DU, with a few outbursts/arms of them stretching inwards. Despite being the edge, they can be harvested without ever losing size. However, as nebulae give birth to new star systems, each time when DU will expand its map of star systems, the explanation could be that the nebula border on that location has disappeared because it gave space to new star systems. Those systems would be very young, very radioactive and hostile but players and organizations can build terraforming plants to slowly transform them into more or less fully habitable planets and moons. While other players or orgs might want to destroy those terrafomers to keep some new planets unattractive to a wider mass of players...
  5. Interstellar nebulae are not really dense at all, they could never stop engines. They are far less dense than the atmosphere of Earth, they are near-vacuum. But they could slow down ships or cause minor damage to the hull or over-heating like in a dense atmosphere. They are not dense, but they measure light years in diameter, and ships fly extremely fast, so this way overheating or hull damage or slow down could happen. Also, make these nebulae harvestable. They are hufe, much larger that multiple star systems together, so they can never be "finished" with harvesting. ionized and neutral and molecular hydrogen, oxygen, helium, dust-alike iron and silicon and carbon particles. Due to the giant size of nebula, I can imagine that they would be along the border of the playable area of DU, with a few outbursts/arms of them stretching inwards. Despite being the edge, they can be harvested without ever losing size. However, as nebulae give birth to new star systems, each time when DU will expand its map of star systems, the explanation could be that the nebula border on that location has disappeared because it gave space to new star systems. Those systems would be very young, very radioactive and hostile but players and organizations can build terraforming plants to slowly transform them into more or less fully habitable planets and moons. While other players or orgs might want to destroy those terrafomers to keep some new planets unattractive to a wider mass of players...
  6. I too use - at the moment because my game PC is for repair - that Nvidia Graphic Streaming Service. When doing missions, (s)one or some friend(s) come together with me and use that friends ship. I participate as VR. During travel time, I disconnect my VR and do other things inside my bases or markets. But I know that timer problem with that nvidia service. This is however something that has to be addressed to Nvidia, not here. But I understand the initial poster and have sympathy for his wish. Nvidia streaming is B.A.D on Alioth Market 6. I got only 30 seconds of acting before crashes kick me out. This now is a problem that has to be addressed between Nvidia and Novaquark, those two entities need to start communications with each other about this. Nvidia might have my game logs and can see, that my game sessions on AM6 are incredibly short and always ended by crashes.
  7. As the headline says alreeady, a key improvement would be that the font zize of the text inside the ingame text chat window can be adjusted. It is no fun having to use a zoom lens to be able only then to read the text. As many people there are, as different is their eye strength from each others. In general, it is a good idea if text size can be increased or decreased - not just for the text chat window, but for many ingame items. Please consider this. Accessibility.
  8. I get your idea. That would be very okay with me, in fact I like it,, but not sure what Novaquark thinks about it.
  9. I want to be able to remove my suit as after some days it starts to smell. Inside ships, bases, that should become possible. And therefore, clothing and customization are needed.
  10. The Hovver L comes in a long and in a round version. All other hover sizes should also have a round version. Thanks.
  11. D4rkFiche Yes, your thoughts have depth. I want to come back to your suggestion of designated advertizing areas. But before, I woudl also suggest to make the landing platform for BUYER and SELLER ships who aim to do business inside the existing market building, 10x larger. So many more normal market users can land there. Now, coming back to your Designated Advertizing Platform (DAP). This is an excellent idea. I would suggest not to have them all around the regular market platform as they could still cause game crashes for those who have to fly over them. But they should be located just on one side of the regular market, and in 500 m distance. So incoming and outgoing ships would not be affected anymore by lags, bugs, game or even PC crashes. Only ships coming or going to one direction will still have to fly over these dense advertizing areas, their captains must surround that new advertizing area - something we can live with. To keep the markets lean and clean, my suggested rules should still apply to the regular market platform even if it is 10x larger in the future, hopefully. Remember, just some of the construct owners are inactive due to sickness, Internet outage, travel or other events. Most construct owners are active but don't move their constructs for the one or other reason (advertizing). D4rkFiche You bring me to yet another idea: Novaquark installs a long wall of dispensers and L screens, and players or organizations can rent them for different time periods and pay Quanta for them. This way they can advertize but the lags should be prevented. Each market should have at least 100 rentable dispensers/screens. Any other advertizing can be reported and Novaquark would then destroy that construct entirely without any compensation.
  12. Let me begin with an example: you are placing a core, build a ship with all honeycombs and elements, and eventually recognize that while you still have building space behind the ship, you would still need some building space in front of that complex ship. Currently there is no way. My suggestion is, to make the position of the core's Building Area flexible. Independently from the position of the core, the Building Zone should be able to be moved forwards or backwards, up or down, to the left or to the right. The shape or size of the Building Zone would never change. So, in the case of my given example above, I would probably make a right-click on the core while in Build Mode, and select to move the Building Zone (repositioning). And then I would just move that zone, like any element, with the arrow buttons. A bit of what i had in excess to the back of the ship, I have now made available to the front of the ship.
  13. I propose a set of some interesting new rules to be tried out: SUGGESTION 1 1 - REMOVAL Any core construct will automatically be compacted after 7 days of placement/landing and remain available for pick-up by the owner after a mandatory storage time of 2 weeks. This applies for the entire purple-marked area on the map), inclusive land surface and platforms and building and constructs of other players within the purple areas. The minimum parking time of 7 days is required as we need to prevent players that are temporary disabled to play to get their constructs compacted. A very visible notification is displayed to the owner and remains accessible until the player deletes that notification. 2 - EXCEPTIONS The 7-day counter is reset if that construct has been outside of any purple area for at least 48 uninterrupted hours. With other words:: no moving around between different purple areas. 3 - LIMIT OF REBUILDING For the duration of 48 hours, the owner of an existing placed or removed or disassembled construct on a purple area cannot place or build a new construct inside any purple area of that planet. 3 - RETRIEVAL Each planet has only one area where the compacted construct can be retrieved after the storage time of two weeks: that is the Mission Pick-Up Area. There will be a special container, similar to a dispenser, which will contain the compacted construct(s) after those two weeks. There is no fee to be paid to retrieve the compacted structure, as the 2-week storage duration is already serving as a reminder not to use public platforms as long-term host. All stored compacted constructs will be hosted without any expiration date, that will allow players that are disabled for the one or other reasons not to lose their asset(s). The storage of that planet also holds compacted constructs that were compacted on any of the own moons. A player can mark a compacted construct inside that container as obsolete, in this case the compacted construct will be destroyed completely. WHAT I TRIED TO ACHIEVE Everyone has the right (I believe) to do some little advertizing. But it must not be too much, nor should advertizing be limited to only a few. Nor should advertizing occupy the entire platform(s), nor should advertizing constructs block movements of any vehicle nor should advertizing cause errors, ship crashes, or even game or PC crashes. The rules above allow some advertizing, but only for a limited time. After that time, the place will become free and accessable again -for other advertizers or for the movement of vehicles. We willsee a lot of change on the platforms with these rules, everyone has a chance to advertize but also people misusing that possibility will lose for some time the construct. And bypassing with new constructs is also disabled with these rules. SUGGESTION 2 Novaquark installs a long wall of dispensers and L screens inside the market building or at its bottom or close to the market platform, and players or organizations can rent them for different time periods and pay Quanta for them. This way they can advertize but the lags and error messages and game or even PC crashes should be prevented. Each market should have at least 100 rentable dispensers/screens. Any other advertizing inside purple areas can be reported and Novaquark would then destroy that construct entirely without any compensation. Dear players or NGs, if you have suggestions to make these rules better, please add them as comment. We need perfect rules to prevent any cheating or bypassing of what these rules try to accomplish. If your suggestions make sense to what I have in mind, I will modify these rules above. In any case, ANY feedback is welcome and appreciated, this includes critical feedback as well.
  14. Ships crash, despite of ECUs, when game crashes (ship had 0 speed and crashed with 200 km/h into the ground). Please make the ECUs really saving the ships.
  15. NQs: change the priority of my suggestion here to ultra high now. Thanks. ? I wished...
  16. Here is a cool suggestion: When walking on soil, or when deep underground, the character gets dirty and a spotty, dirty layer of dirt will appear on his/her shoes, pants, and maybe even above. And when a character has not taken any shower or used the sink for some time, there will be little black flies flying around his/her body, mostly head. Both signs of missing hygiene can be seen by other players. A character has to use the shover or sink to get clean again. A feaature like this can lead to a number of new interactions between players, and that would be fun. A lot of fun.
  17. Naerais, not just a greener Alioth. GO GREEN even inside ships! I refer to my other suggestion here, to make it possible that collected soil types can be converted into the corresponding honeycomb types, and then put into any shape and then seeded with plants. Plants I can imagine: - a variety of stunning orchids - chili peppers - tomatoes - rice - wheat, rye, and others - potatoes - strawberries - varieties of berries - varieties of fruits - big warm-yellow pumpkins - cucumbers - onions, chive, garlic and other vegetables such as ginger - nopales cactus and others - a wide variety of decorative plants and grasses - Teobroma cacao and Coffea arabica / Coffea canephora ? In the future, the existence of those plants might allow for some more gameplay options. For now, just decorations. So many of us really want them.
  18. It would be useful, if LUA could be used to rotate or even reposition elements. In my case particularly, I have the wish in one of my sightseeing ships to be able to press a button or switch that woudl rotate a number of encampment seats by - or + 90°. Not at once, but degree by degree, slowly. With players sitting on them.
  19. Inside each spaceship, inside each base, who ever the owner or builder was, each encampment chair looks exactly the same. Each carpet looks exactly the same. And so on. I suggest to allow the players to apply a bit of their own taste, their own individualism to some or all textures of a number of elements. Maybe not to machines like refiners etc., but at least to chairs, tables, carpets, and other elements. When going into the EDIT mode, the player would see the default texture of each part of the element for which the player can use another texture from a library or from uploaded user images. Maybe also make changes to adjust if a texture is metallic, glossy, flat, or whatever. That would be nice.
  20. Please offer a new design for the territory scanners, something that is more symmetrical. The existing design is great for the ground, but so many of us need to have them onboard of our ships. There, symmetry is needed. Maybe something like a big flat panel ort like a big ring.
  21. If you're on an asteroid or on a moon or planet, often you want to build UNDERGROUND. The upcoming automated mining tool also needs to be able to create underground caves (cave mode). The player would specify in a first input field the outline of the cave from above, by entering at least three coordinates into this field or more (a square cave would need four coordnates). In a second field, the player enters two altitude coordinates, thjose define floor and ceiling of the cave. In "cave mode", no ore is retrieved, ior maybe evne then ore is retrieved - up to you developers. Also, if desired, soil can be retrieved.
  22. Please give us many more tools. To do that, I cna imagine a tool box system: to open a tool box, press SHIFT and a number (0..9). That opens a tool box which can be composed and named individually by the player. The regular numbers then are assigned, as usual, to each of the tool slots.
  23. It would be so wondeful, if plant seeds could be introduced into this game. Not just of a few, but of many plant species. Among them trees, orchids, chili peppers, pumpkins, grape, grass, golden wheat, tomatoes, bananas, pink cherry blossom trees, and so on. Important: those plants can grow only in real soil. Means: on your land, inside your base (on soil) or inside your spaceship (on soil). Each X amount of voxel soil (see my other suggestions) would need a soil moisturizer element, and a plant light element, but those are just 1x1x1 voxels in size. Another interesting attribute of these plants, especially the trees, is that they grow only until they touch a honeycomb voxel at any side, so they never grow through walls or ceilings. Sown on land, they can make a land plot looking very beautiful. And they allow for future possibilities like harvest and production of some goods.
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