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Hirnsausen

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Everything posted by Hirnsausen

  1. Hi, interesting changes. I also propose that ONE of these two things should be done at the same time: - 1. Allow on core blueprints to exchange honeycombs and elements of the same function/shape. - 2. These new attributes should impact only new ships. Ships existing already should keep their existing specs. I personally favorize option 1. This should cut out any frustration from any players that see any negative impact on their ships. Example: imagine a non-PVP ship suddenly getting much heavier. The builder of such a ship may want to re-create it from a blueprint in which /s) can exchange one honeycomb type with another, lighter one. Or if that ship was built before those new honeycomb attributes come in, that ship should keep all its honeycomb attributes. On a side note, it was wished by many players already, and since a long time already, that core blueprints would allow exchanges of materials and elements of the same shape.
  2. There are already Suggestion Threads about that. You should add your positive comment to those existing threads to show NQ that many want it, instead of creating just one more low-response thread. 😉
  3. There should be a difference between core constructs docked to another bigger core construct, and core constructs built onto another bigger core construct. Docked constructs can individually be moved with the maneuver tool, but that should NOT be the case with constructs built onto another construct. In the last case, it should be the entire ship that is then being moved. I suggest to make such a change. Cores built onto the construct of a bigger core (multi-core ships) should automatically behave like any other element and not be detached by the maneuver tool. I also suggest that making a blueprint of such a multi-core ship should incorporate the entire ship and not just the constructs the player right-clicked on during Build Mode. Such a BP would then, consequently, list the other cores and their honeycombs and elements, too. Make it so.
  4. I support this wish. Even more, with a special key binding, it should be possible to switch between different toolbars so we can have many, many more tools. Make it so.
  5. Loooong overdue: an option to transform various soil types to their corresponding honeycomb types. The currently existing machines for ore can be used for that. Refiner to remove stones and other matter from the soil, and the honeycomb machine to make honeycombs from the purified soil. Those soil honeycombs won't give any protection from weapons, but they can be used in player-made crop plot areas as soil, or to build round bases that really blend in with the environment. Seeds of a wide variety of decorative and harvestable plants can then put into those player-made soil honeycombs. When inside a construct (ship or base) the plat stops to grow as soon as it touches the ceiling, otherwise it will grow to its natural size. Also, the player can apply a growth-stopping agent to stop the plant from growing (bonsai). The harvest yield depends on how much the plant is smaller than the original plant version. I don't want to repeat here again all the plants I could think off, I did it before. On a side note, I can also imagine water to fill a pool or lake or aquarium, and to have life forms inside that water. These additions will greatly improve the ships and bases and landscapes we build.
  6. We keep of course varieties like stained and such for selected honeycombs. But I am proposing to remove all colored honeycombs, and add color pigments to the game that allow us players to create inexpensive paints for brushing or spraying. Meaning, a news way to colorize our ships, giving us players more control of their design. The ships could be painted directly, or a graphic file of a texture could be applied to selected regions of the ship, that would consume various amounts of the basic color pigments. Color pigments would be: - white dye powder - black dye powder - red dye powder - green dye powder - blue dye powder - transparent dye powder (to create various translucence levels) Color pigment modifiers or top paint coatings (can be combined) would be: - reflective mirror ingredient - matte ingredient - glossy ingredient - oily rainbow ingredient - glitter ingredient - metallic ingredient - (anything else I could not think of) The painting scheme of a ship can be saved as a local user file, or as a paint scheme BP. Texture files can have partial transparent or translucent areas, too. When brushing or spraying paint, areas or voxel groups can be selected. One side of the paint coating and modifier coating can be mirrored to the other side of the ship. Imagine the possibilities that this will give us! Imagine the new ships we will get out of that!
  7. Since a long time, the DU community waits for better glass solutions (#metoo). Those glass solutions would allow for much better-looking cockpits and bases. I describe them here again. Glass Honeycombs Can be processed and altered like any other honeycomb. But there needs to be a way that the player can change them: - % of transparency - % of color tinting - maybe % of one/two-sided reflection/miror Merging Glass Panels Requires just some attribute changes of regular glass panels to be changed: they need to overlap, to merge, without showing any former borders inside the merged area. Merger areas of two or more panels have only the weight and mass of one panel. More changed attributes: - % of transparency - % of color tinting - maybe % of one/two-sided reflection/miror - When connecting to other glass panels or honeycombs, rotation of two axes is required: the one we can rotate now, and another one to allow creating large bows/arks of glass panels Flex Glass (auto-shaping / auto-scaling element) This would probably require a new tool, or an additional function to the existing Select Voxel tool. The player can use the tool to select different points (voxels) of what the border edges of the future window will be, and the tool then auto-connects those highlighted points. Then the area within that straight or curved edge is filled with a thin Flex Glass (a honeycombs). Selecting one area of that Flex Glass, it makes that entire Flex Glass area selected, allowing here, too, to make adjustments as follow: - % of transparency - % of color tinting - maybe % of one/two-sided reflection/miror
  8. Hirnsausen

    Weather

    Yes, that's a long-time wish. Similar suggestions were posted months ago. 🙂 The ideal level of weathering would be similar to what can be seen and experienced in "Ark Survival Evolved", as I can compare directly.
  9. This is identical to my suggestions that I made months ago. 🙂 NQ, please see the positive response to the topic of Blueprint Changes.
  10. Your Voxel Grouping is identical to my suggestion that I posted months ago. 🙂 Your Decorating and landscaping is identical to my suggestion that I posted months ago. 🙂 Instead many posting the same idea with only one response or so, it would be wiser to add your agreement or support to the existing suggestion, as for NQ it matters, how many positive answers a suggestion is getting.
  11. I enjoy the ship building most. But at the moment, I am just not often ingame anymore because this terrible duty of always having to go through all MU calibrations is a fun killer. I really hope, that there will be some sort of automation being added by NQ.
  12. I am observing myself spending less and less time playing DU. For me, the always repeated duty of having to calibrate MUs is what kills my game fun. At the moment, I only start the game to quickly undergo the frustration of the eternal necessary recalibration, occasional market sales, to keep all my tiles and I am out of the game again. This recurring duty has limited my enjoyment of DU in a big way. I beg NQ, the developers, to implement some sort of automation that is based on the player's talents and limitations and average calibration percentage, to restore the fun of this otherwise very very remarkable game. I hope, I am the only one who feels that way, but believe, more might feel the same way
  13. Hmm, that could work for persons who play in groups. But what about all these single players? And there are many of them. Also, not each org has many members, there are many orgs with only 2 to 5 members, each having 35 MUs. So, if one person is off, not all calibrations can be done. When looking at the situation, we should not look at it with the eyes of the strongest (big orgs), but with the eyes of the weakest. My suggestion takes no possibilities away, and also does not add more possibilities, it only allows those who are interested or are in need to involve automation. These Mining Managers are optional, not a Must for everyone.
  14. A Community Core is an indestructable core, that serves the purpose of Civilization Building and requires cooperation between different players. Community Cores can be obtained only at the single Community Office (see that thread) on each planet, and only players who have a headquarter of that planet can enter the Community Office. Some of these Community Cores are free of cost, initially, some others have a price, still affordable, between 50,000 Q up to maybe 3,000,000 Q. There are many different types of Community Cores, but all types require, after being obtained by one player, that various numbers of other players are also entered as owner to that core, between one other player up to maybe 9 other players. Only then than static or space Community Core can be placed, and the associated players can start to do, what is required by that Community Core. A good example for a Community Core is the "TriCore", that is already featured in an own thread (please see that thread), here inside this Idea Box forum. There are many different types of Community Cores with their individual honeycomb and element minimum requirements to the players (rooms must be built and equipped, etc., but design up to the players), and only if the associated players finish what is required in building, that Community Core, now an indestructible Community Building that gives benefits to the associated players or even to any player that has a headquarter on that planet, starts to function. EXAMPLES - types of Ship Enhancement Wharfs (some adding 2% max speed, some add 2% less fuel consumption etc. to any ship of any player with an HQ on that planet if the player moves the ship inside that wharf) - types of Miner's Guild Offices (some offices slightly increase a player's yield, or increase calibration charge restoration, etc., when the player visits that office one time) - types of Cosmetic Clinics (one clinic allows the player to alter the face of the own avatar, another to alter body height, another for slim/fat, etc.) - types of Farm Stores (each specialized in seeds of different plants, decorative and/or agricultural) - types of Hardware Stores (each of them selling one type of special element, like XS glass panel, domed glass panels, new decorative elements, etc.) - types of Planetary Shields (indestructible orbital space Community Cores, making it gradually harder for armed ships of other planets to enter this planet, like dealing some initial damage) - types of Producer Guild Stores (offering specialized schematics or reduced price schematics or free schematics with reduced runs, wished by two members of this forum) - etc., etc., etc. The possibilities are endless. There must be an automatically updated list of services and products available inside the completed special Community Buildings of that planet. Only players with a headquarter of that planet can benefit or buy there. Therefore, all players of that planet have a strong interest that their planet develops, that many Community Buildings are being built from Community Cores by players of that planet. Civilization Building. Players earn Reputation for each completed Community Building. This Reputation may result in added permanent slight reductions of transaction fees when buying/selling items at the markets of that planet, or in other benefits I cannot think about yet. Maybe, Reputation could even have interesting advantages outside the own planet, just a first glimpse of an idea... More than one type of advantage can be possible. Community Cores, if static cores and requiring neighbors to join, can only be placed at the border of those tiles. Other static Community Cores may have different placement requirements. Space Community Cores must be placed at assigned locations in orbit around that planet.
  15. Each planet has already a central building (tower) that currently is used for missions only. COMMUNITY OFFICE This building, since already in place, could also easily host a number of offices where players can go inside and interact, one of them being the Community Office. Inside that Community Office, owned by the NPC Authority for Planetary Development, the player can sign up as Community Helper, if this player has its headquarter (or any of his/her headquarters) on that particular planet. The office worker or office computer would then offer a so-called "Community Core" of a randomly-chosen type. Some of these Community Cores are free of cost, some others have a price attached. But all of the commercially obtainable Community Cores are still inside the affordable range, somewhere between 50,000 ISK up to 3,000,000 ISK. I will create an own thread for those Community Cores. But all have in common, that each of them needs more than one player as owner and to fulfill the associated conditions. My "TriCore" (mentioned already in another thread) is an example for one of those Community Cores. The Community Office is a distribution point for Community Cores. SORRY, NOT ISK, BUT QUANTAS. 😄
  16. I, for example, think my ships look good, even a bit outside average. But I would never ever use them for PVP, too stressful, and I already live in a country (Jamaica) where I have plenty violence around me, no week without gun shots somewhere around, and killed or badly injured humans. Maybe that explains, why I am not much a big fan of even more violence inside games. I simply have enough of that around me and know, not to heroize violence, robbery, destruction and killing. I would not understand, why players would spend artistic work on any ship that might just likely to become a total loss. But, who knows - let the game and the players surprise me.
  17. No, the calibration is not removed, the Mining Manager is doing that. My aim is, to ease the pressure of those players who have a real life, not to be forced to go each day ingame just to do calibration by themselves. Many players are having families or at least a partner, many still have some sort of employment. The MM would use the talent values of the player, and also use value from the player's previous calibrations to randomly create new calibration values. It is not possible for the player, to place more effective MUs, as his skills and calibration charges are being used up by the mining manager. This is just, to remove the duty of forcing persons to go ingame each day. Duties, pressure can destroy the fun on a game and make them leaving such a game for good.
  18. At the moment, the recycler does not have the ability to recycle. My idea is this: You put elements into the input container of the recycler, and it disassembles that element one level down, the output container then contains the parts that element was made of. If you put parts into the input container, the recycler gives you the parts or refined ore they were made of. However, the recycler would not recycle refined ore into raw ore. For this all, no schematics are needed, as the elements or parts had already required schematics to be created once. There could be a reduction in output, like 90% of the ingredients. But maybe not practical, in case only one element is being recycled into its ingredients and has only the amount of one of a part in it.
  19. But if you need honeycombs, you could produce them in your factories. And if you want a beautiful ship, you can make them easily by yourself or purchase them on DU-Creators.org. Also, if that comes true, then players would simply add a block of honeycombs to their ship. No beautiful shapes, as no one with sense would invest time and design on a ship for PVP space. The best you may get is some thing like a basic frame of honeycombs, the worst would be above-said cube. But I may be wrong with my interpretation of your wishes behind your suggestion. So please tell me, WHY you want honeycombs to be involved?
  20. At the moment, it is really frustrating having to go to each MU and calibrating them each few days. Many people are working in real life, or have a private life that prevents them from spending time each day inside DU. If a beloved game becomes just an enforced duty, the fun goes. That is dangerous. For this, I am offering an elegant and doable solution. If you like the idea, please support it with a brief "Yes" or "Signed" as posted answer. Mining Manager (MM) When opening the MU interface, there would be then two radio selectors: "Mining Manager Training" and "Mining Manager Control". When "Training" checked, the Mining Manager is in training mode and records the calibration percentage of your calibration. At least, three times the player needs to calibrate the MU, to have the Mining Manager calculating an average percentage. Before those minimum three calibrations, the mining manager cannot be set to "Control". However, once the MM controls already, it is still possible to add training at any time. When in "Control", the player does not have to spend time again to calibrate the MU, this is now taken over by the MM. The MM uses the talents of the player. When the MM is calibrating, it centers around the average percentage the player achieved during all training sessions. However, casual spikes can go to the maximum or minimum of trained calibrations. Calibrations are then made automatically, as soon as the talents of the player allow (as the MM uses the talent values of the player). The Mining Manager is using the calibration charges of the player. The question now is, if the MM is an element, should there be one element that handles all MUs on all different tiles and constructs? Or should it be able to manage al of them. In case the Mining Manager is a part of each MU, the above question would still apply in any case, the player may have to set an "order of importance" to each MU - especially in cases where the amount of MUs is near or at the maximum the talents of the player can handle. This could be an added element that handles all MUs of a construct, or it could be made a part of any MU without being an own element. A mining manager does not give any ore advantages to the player, it however takes away the stress and burden having to calibrate by hand each day - meant to ease the duties for those players that cannot be each day inside DU, but also for all others. 🙂 PLEASE SUPPORT
  21. I actually suggested the same, too - some longer time ago. 🙂 I also added, that DC factories could use machines with a slower output, or higher resource needs. I support your idea and give it a Blue Heart.
  22. Already now, planets have their own coordinate system, meaning, their coordinates are relative to the planet, not to the position inside the universe. That is, why I believe, it is doable.
  23. Thanks, Taelessael, for your feedback. If the research trees would just output exactly the same stuff that is available already at the markets to everyone, where is the excitement to have something almost no one else can produce? Just because Taelessael wants to get some market items cheaper? 😄 What I try to offer with my suggestion is the first system that indeed might be working to bring people together (to some extend), with the aim to produce almost unique things, so there is a big demand universe-wide. My own suggestions about the items are meant to be just a motivation to others, to add the unique items they could imagine, and of course which they want. So far, it is correct, that the TriCore adds a lot to the fun and interaction and also excitement and depth of this wonderful game. So, in behalf of Taelessael I am adding these items to the list of wanted research output: - some or all available schematics maybe or maybe not cheaper and if, then maybe with limited runs or still unlimited runs Admiral Yolomoto, thanks to you, too, for your feedback. You suggest that it should be enough, just to have neighbors, to place this special core. Okay. But what I try add to this wonderful game is a need, that neighbors of any kind and color and directives have to talk to each other t start a project which also requires them to agree on some things and to add their own resources to make these special things work. This caters to the long promised but not yet fully implemented promise, that DU will be having components of Civilization Building when it launches. My concern is, to ensure that this game, when it is being launched, gets very good critics, because I want to play this game for a long time. That is, what this interaction between players to achieve something together is so important. Another thing I am wondering about is, why would someone spend resources to build a research facility that outputs existing and widely available schematics, if those are available already at the markets. Where is the uniqueness and the need of all others to come to your place to obtain a special thing? But anyhow, seeing that you wish for schematics, I will add them now as your suggestion. - Industry Schematics To everyone else who is reading this thread, please post the special or not special things here that you could imagine to develop in cooperation with other players. Thanks.
  24. - different sizes of flagpoles - flag standards - specialized tools - avatar cosmetics - plant seeds - plant seed collecting drone - basic soil honeycomb schematics - transparent glass voxels - borderlessly merging glass panels - xs glass panel - rounded glass panels of different sizes an angles and segment sizes - oily rainbow honeycombs - mirror honeycombs - avatar cosmetics - avatar clothing
  25. Yes. their placeholders rotate, indeed. The honeycombs planets of course not. Heck, that would be to much calculation for the server isn't it?
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