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Hirnsausen

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Everything posted by Hirnsausen

  1. - Allow Elevator Usage during Build Mode to make it possible to reach anywhere - Allow Special Core Blueprint for Purchased Ships so we can rebuild them after reset 1x - Allow blueprints to display the date and time of creation, so if we made multiple core BPs of a ship, we now can easily destroy older, previous versions
  2. Hmmm, do ore pools on planet Earth "move around" and somehow change their positions at all times? Why not making little ore dwarfs dancing around, from tile to tile and we have to run after them trying to catch them to get some ore? I do not favorize this suggestion of shifting ore seeds, to be very honest.
  3. Luminescent White Glass: not any good option yet for my purpose, but after reset there should be many more variations of "luma", different colors. But any "lima" might not have that ability to have the same light range as lights. And I don't want to have to ask other players for too many favors to help me with LUA, though LUA would be indeed a good option if only I could program in that language. I am not good at it, just altered a few variables of existing scripts... My suggestion above would be ideal, many high-end raytracers use such a syntax.
  4. Allow, in addition to the existing formula R,G,B also formulas like this: (R,G,B) * 2 (R,G,B)/1.3 If one got already the desired color shade for the light, but it is too bright or not bright enough, these formulas allow to brighten or dim the light in an easy way.
  5. Hirnsausen

    Drones...

    Modern warfare has come to DU. And with it the need for military intelligence operations. If drones should come to DU, I can imagine as follows: A done core, (Core D) one voxel small. Various drone-sized elements (Space Engine D variants, Adjuster D variants, Retro D variants, and so on, all just half of a voxel, including the necessary Recorder D). A drone can be dispatched to a tile or to a space coordinate, but only after the target coordinate has become known to the dispatcher. The drone will fly automatically to that location, remains a minute at the center to record, and then makes its way back. Hard to shoot down because of the small size and the limited time, but if hit, even with a small weapon, the drone is fully destroyed. If the drone returns, it will give a list of all elements and honeycombs and their amounts found within that targeted core, (incl. dynamic cores and their stuff) when the drone is linked to a screen or when the "Data Module D" is retrieved, placed, and linked to a screen. If nothing was found at the location, only a failure message is returned. Someone said, a few of the very best drones can warp, but that is unproven. The drones I know of, cannot warp, which makes them a target for the espionaged players on their flight back, trying to prevent the data reaching the dispatcher. Too sad drones cannot carry any weapons or forcefields...
  6. Here is an idea the warmongers among us will love: Aphelia missions that request a pilot to race int PVP space towards a coordinate "for scouting" and then to return. Those scout missions are incredibly high prized but also have the drawback that those various scout coordinates are known to PVP pilots, maybe some of them leading to PVP og bases where the system detects high amounts of weapons and active players. Some missions allow to warp, some don't. Only if the ship returns, the prize is paid. This will lead more ships into PVP space and to interactions between the warmongers and regular pilots. Those will build special ships that are meant to withstand attacks for some time, but of course, some will fail.
  7. Bodies Almost every player wants to make his pilot looking individual. Like so many other high-end games, we want to customize our characters. Age, obesity, marks and wounds and amputations, implants (maybe even with some effects), muscle strength, lots of facial features. As an example, for my part I could imagine to lengthen the nose, making him looking very old, almost bald, a white beard, gray eye (other eye lost in a grand cosmic battle), a mark across his face, a sinister permanent smile (caused by the mark), fat belly, short in height, skin tanned under skies of a hundred stars,. Just an example. Suit To be divided into shows, socks, underwear, pants, belt, belly, chest, backpack, helmet, frontpack. Of each a good variety (even beach sandals as shoes), some items like the frontpack only available upon related talents and offering additional benefits (potent micro shield, nano crafter extension, additional storage, micro rockets, strong lights, and so on). Parts can be left out, underwear however is mandatory. Helmets are not. But leaving the ship or base where no breathable atmosphere is, leads to instant death (therefore adding to the gameplay). Inside my ship I wouldn't mind to wear beach sandals, beach shorts, Hawaii shirt, maybe some cool sunglasses or pilot glasses, and nothing else, just to give an example. Or black shoes or white sneakers, gray pants, white shirt, light-gray necktie, black belt. When spying on some messy, filthy ( 😉 ) LEGION outposts in the wilderness, I would wear camouflage, with a bullet belt across waist to shoulder (just for the effect) and a frontpack that is equipped with a stealth module (making the "v" player icon 90% transparent or so). Each item comes in various color and texture varieties, some items depend on some talent level. All items can be crafted, too, some can be won only, or found (very rare items). Some of these components are armored, some not. Some look normal, some others resemble rugby player armor as they are massive.
  8. Thanks, Celestis, for the support. But better to post an agreeing response , this will show NQ even more that players want such a feature.
  9. Glass voxels wanted badly. Also, allow the angle of more than one axis to be changeable when placing glass panels and similar parts for cockpits. And make glass panels able to overleap each other (merging) so that they can be placed on a curved surface (like inside a circle).
  10. To produce an element, it needs purified ore and then components and products. It would be so nice if all those could be placed on surfaces (like elements), but in this case only as decoration. That would allow us to fill our storage shelves and even bookshelves with interesting-looking items, bringing life into our constructs. Placed as decoration, the components don't have any function. But they can be picked up again, of course.
  11. But how to turn it off, if it is not even turned on? Maybe, however, I should do the opposite and turn it on, o see if this makes the game crashing less.
  12. For me, I have each time I start a series of 3to 6 full game crashes, after which I then can play the game for a longer time. Eventually, maybe after some hours of gameplay, the repeated crashes return. This is, when I restart the computer before playing and do not use Mozilla Firefox Nightly (MFN) until I ended to play. If however I do not restart, and MFN was running or is still running, then the game crashes more than 20 times at the begin, before I can play. And play time is short, as the crashes soon return again, and again in big numbers. So frustrating, that I often give up playing (that was before I found out that a restart and avoiding the web browser helps). These game crashes seems to be happening when loading new environmental (geographical) data, like when my game avatar enters a differently looking region of a planet, or when the sky changes. Other programs running at the same time do not seem to cause game crashes, interestingly. This situation with the many many many game crashes started only after one of the last four patches/updates, I never before had that. I must have sent in more than half a thousand "Bugsplat" game crash reports already. NQ is aware of that, and based on a GM, they identified the cause but fixing it is the difficult part. They better do, as if the game is sold as full version and more people encounter this problem, it will certainly give a very bad reputation. And DU needs everything else than that. It deserves better.
  13. Thanks for the insight, much appreciated. I came up with this, as i have the need, on top of a regular 1-full-voxel wall to place two differently colored very thin voxel layers.
  14. Currently, the limit for the movement of a voxel corner is set to a distance of 1.5 voxels. I spoke t many players, and it seems they all would want that the VPT can move a voxel corner by almost 2 voxels, like 1.9 or so. I share that wish.
  15. It would be so useful, if the history of changes on a ship during the Build Mode could remain, even if logged off and in again. Imagine you make a wrong change, mess up some voxels, and before you correct the game crashes. You could never again correct the mess easily by simply undoing steps in that history as it is lost. And there are several other reasons, too, why to keep the history available. To avoid irritation, there should be a text somewhere on the screen, what step would be undone with the next Backslash key press. This would prevent to go back too many steps and undo what should be kept.
  16. 01. Make all ingame windows moveable and minimizable to a small rectangle at the lower screen border. 02. Allow different types of smileys inside all chat channels with exception of HELP and LUA. Example: : - ) would give a smiling smiley. 03. As players want to play at each day and time of the week, so should GMs available at all times. 04. Text size (game, chat window) needs to be scalable so some players (like me) can stop using a zoom lens. 05. Du Inventory / Marketss should allow search phrase with the asterisk placeholder. 06. Colorizing of element areas should be possible (NQ-predefined textures, or player-made texture files). 07. Water in shower and sink, interactable sink. More household machines, like microwave, oven, etc.... 08. No more game changes that add more hardness and frustration to players, for now. Instead, any changes should add to the fun and pleasure of all players as DU needs again more playing persons and less bad feedback with wide outreach. 09. Add an option for players, to make the frame around selected (marked) voxels more (and less) visible, especially during bright daylight on light-colored honecombs, and also to make the grid of a core more or less visible. 10. Notification that someone talks to you or wants to add you to a contact list needs to be more visible, maybe flashy until acknowledged. 11. Heck, please use a better soundtrack for the loading screen than just the lonely, sad weeping trumpet we get now - get inspired by Vangelis and Jean-Michel Jare and Ennio Moricone.. Offer various soundtracks or allow players to paste their own soundtracks into soundtrack subfolders ("Attavked", "Achived", "Flying", "Building", "Market", etc.). 12. LUA Editor - as the selected slot is highlighted with a vertical yellow line, so should be the selected filter. 13. Asteroid Tracker - sounds and movement must be endable. 14. Make the existing hovers working on the seafloor, too. Example: hovering above water, then reduce hover thrust, but when reaching 0%, instead it then starts with 100% underwater hover thrust.. You can further reduce thrust until you are landed on the seafloor. To rise again, increase hover thrust to get maximum altitude above seafloor at 100%, but then when increasing further the hover starts with the above-water/land thrust values and starts hovering above water (or if you move your ship, above land). This switch between underwater and above works only when the ship is above water bodies, like lakes and oceans. If I remember more things, I will add them to this list.
  17. My ideas for ore asteroids are these: Randomly, a very few spawned asteroids in Safe Space also contain T3 to T5 ore varieties, but only tiny amounts. And not even each spawn day contains 1 or 2 of such lucky asteroids. This way, there is a tiny chance to get such ore even in Save Space, but it is not enough to run permanent industries with it. Those people still have to do mining in PVP space. These occasional tiny amounts I suggest, are just there for the experience, and the lucky moment, and to encourage to go for more - into PVP space. Those amounts are just good to build 1 or 2 parts of whatever. Only a few players will be lucky, but this would probably be a reason to drive again more players into the asteroid areas. For some of the asteroids, for the adrenaline effect, I can imagine some not too big asteroids in their vicinity that adds to the challenge of avoiding collisions. And I can also imagine bullet-fast micro asteroids that have just the same effect like small weapon damage, forcing ship owners to build a small Safe Room inside their ship to hold an XL container with scrap and themselves, in case their ship gets disabled, and to prevent the own death. Such micro asteroids come after the space radar issues a warning.
  18. I self have many ships, but only 5 HQ tiles, mostly mining and just a very small warp cell factory, nothing else. Some of my ingame friends also have many ships, but also huge factories, really huge. I think, I carefully would support a full wipe, IF some frame conditions are met, to allow for all the desired changes. But here are my frame conditions (told like a story): When scientists become aware that a tiny traveling star from deep space will smash into our star and cause wild eruptions and chain reactions but not killing our star, they warn all population that planetary destruction is upcoming. Therefore all players are requested to make core blueprints of any of their bases, and then to build an evacuation space station, merely more than a big platform with many containers where also all their ships can park. The DU government will issue blueprints for a specially developed Evacuation Space Station to each player, that will automatically create that Evacuation Space Station (ESS) that contains a huge platform for ships, a big number of hub-linked huge containers, and a special newly developed trans-system teleporter and its counterpart inside the player's inventory that allows players to instantly travel to that distant ESS to store their resources there. Such an ESS is larger than a Space Core L. When a player activates his ESS blueprint, the ESS is created somewhere in the system far away from other constructs even of the player is on a planet. The alarmed population can now see the invading small star - it is red, and bathes each planet in red, alarming light. The population evacuates all their honeycombs and elements and resources on planets and elsewhere in space to the ESS of each player. Each day the invading red star becomes larger and larger due to decreasing distance, and the red hue also intensifies. Players can park their ships on the ESS platform, or make on their own core BPs of their ships and only bring the ship's material and BP to their ESS. Links and LUA are also preserved, of course. As promised, the government had build a giant AR with super-armored walls, that at one point, close to the system-wide planetary destruction, will visit each ESS and creates a core blueprint of each ship it still finds there and automatically disassembles each ship and stores its elements and honeycombs and CBP inside the ESS containers, and then creates a MEGA BLUEPRINT of that ESS that incorporates the information to fully restore the ESS inclusive all regular CBPs, stored elements and stored honeycombs on the day the wiping inferno has ended. At that time, life begins again from anew at the system. New life is found, and old life returns. Old life (Beta players) might or might not see their old but now empty territories, but probably as soon as each player can, they would scan again for territories and ore types, and claim again (old and new players). The old players can now easily restore their ships and bases and place them where needed. Each world is a changed world now New players get inspired by the restored ships of the old players. And a new era begins... ---------------- In brief: BPing of all constructs including restoration of honeycombs, ore, elements that player has, to ensure easy rebuilt after wipe. Old players paid their money and spend their time, thus all that should not have been in vain. I think, if this condition is met, no one can really complain too much.
  19. For my part, I am a ship builder, and most of my ships are built from lithium (matte but with glossy detail areas). I like their look. And I am not a PVP player, all my ships are strictly for transport and trading. Peaceful ships. If lithium would become 5x heavier, I can call all my existing ships lame ducks, a few might even crash when fully loaded. Maybe there should be some newly introduced varieties of FORTIFIED and also of ARMOR Honeycomb materials, and regular honeycomb materials. The new honeycomb changes should still happen as I am seeing a wide support for that, but the existing honeycomb materials would keep their mass (even if negative changes to their hitpoints are made). Peaceful non-PVP ships would remain flyable and not get 5xor more heavier on their honeycomb part. Decorative honeycombs, like wood, etc. would be much lighter, have 0 hitpoints or just very low ones. On a side note, add more decorative honeycomb varieties: leather types, animal fur types, textile types (carpets, curtains), etc. Soil honeycombs and luminescent glass honeycombs would be heavier but still have next to 0 hitpoints as the are still decorative only. Luminescent honeycomb areas need to be adjustable by light color (RGB) and translucence. And on the warmonger side, PVP players would use any of the Fortified Honeycomb varieties to build the inner of their ship, and any of the Armor Honeycomb materials for the outer shell of their ships - honeycomb varieties that make PVP players very happy. All existing honeycomb types would be almost unchanged in regards to their WEIGHT (whatever hitpoint changes you may apply to them to make them unfavorable for PVP ships), but those newly introducable Armored and Fortified Honeycomb materials would then be the real stuff for PVP battleships, star fortresses, carriers and lighter and speedier combat vessels. I have spoken.
  20. Shades of purple, yes. and also shades of turquoise. But rather than to create even more pre-colored honeycomb varieties, I do suggest to consider creating far less varieties of prec-colored or patterned honeycombs, and allow the player to colorize. There is a very interesting thread (Idea Box forum) abut that:
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