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Hirnsausen

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Everything posted by Hirnsausen

  1. The game urgently needs Civilization Building before it should be launched. Here is my suggestion. Create a new type of core, the "TriCore". A single player can purchase it, and even place it. But right after placement, at least one or maximum two different of the neighbors must add their claim to this special core, otherwise it will decay within 24 hours. Only if a TriCore received claims of at least two different players, it remains in place. They would be placed at the border junction of three tiles, and it automatically then moves to the exact center of those three tile borders. The shape of such a TriCore could be triangular, or hexagonal when seen from above. What does such a TriCore do? It opens up a very wide range of additional possibilities, and involves randomized research groups each with several research trees inside. The random also depends on WHO these two or three players are: - Do they all belong to the same organization or same player account? - How many talent points do they have already? If they are from truly different organization and player accounts, there would be a set of high-ranking research groups from which the TriCore randomly selects one. If the different players are from the same player account, this will set again a different set of medium-ranking research groups. And if it is even the same player, this selects yet another set of (low-ranking) research groups of which the TriCore selects one randomly. Another factor that influences the Research Groups available for random selecting by the TriCore is, what type of terrain it is, and what type of ore exists in the underground. And of course, the importance of the accessible research groups also depends on the amount of players who added their claim to the TriCore: teams of only two players cannot access the full range of Research Groups , only research groups of slightly reduced benefits. After the placement of the TriCore, the two or three tile owners then can start to build with honeycombs a building that has research rooms: The more rooms and the larger the rooms, the better. Each player builds inside his/her own tile despite that the TriCore belongs to each of them. Once the rooms are built, the two or three players must now consult with each other and decide, which research tree inside the research group randomly selected by the TriCore want to start with, and agree on that by each player selecting that research tree from the list. The players now buy various Research Equipment from the markets. Not each equipment element can be used for each research tree, but the current research project of the agreed tree tells them what equipment is needed. (Optionally, they also buy on the Human Resource Market some scientists/researchers based on the Match Value of that employee for their selected research. Otherwise it is the players who do the research.) At first, research will be slow. But as soon as the first HOUSING research of someone's TriCore is finish and those players get the schematics and produce them, all other players can by then these products for their own TriCore cooperation towers: small or medium or large parks of different types, cinemas, TV stations, radio stations, and s on. hen those things are placed on the own TriCore cooperation Tower, it will have the one or other positive impact on research speed or even unlock more research projects of the selected research tree of the randomly assigned research group. There could be a global research map with a search-by-keyword feature, divided into categories, where players can find out which TriCore Cooperation Tower sells the items needed for the own research speedup. It also allows players, to send their research item suggestions to NQ, so NQ news what's wanted and can create more research trees and research projects. A player-driven universe where players have to cooperate to achieve things together for themselves and all other players. No research can be kept secret - if not being offered within a week to the public and remaining public, that research (and all subsequent research) is lost and other player teams could get it assigned. After the first (lowest) research project of that research tree has been finished, the team can start on one of the next higher or same-level research projects of that branching tree. Requirements may differ, new research equipment might be needed to be purchased at the markets, new or bigger rooms might be needed (m3 value must match at least, and needed or even more research machines must be in place each requiring its own space inside that room or those rooms. And research speedup items are just some of many research trees. A wide variety of items will become available over time at the TriCore Cooperation Towers (TCCTs). In fact, there should not be more than three TCCTs doing the same research. Means, a wide variety of research trees is required. Some research products will be great for PVPers, some for unarmed ship builders, some for miners, some for farmers who need seeds and soil honeycombs, some for those who wish to individualize their avatars, some who want very unusual, special honeycombs with unseen properties (like glass honeycombs, oily rainbow surface honeycombs, heat shield honeycombs, etc.), and so on. Example: Avatar Cosmetics: A TCCT has finished research on how to change the MOUTH of an avatar. These two or three players now build a CLINIC and players from all across the Dual Universe who wish to alter their avatars must now come to that very TCCT to visit one of the probably three clinic rooms. They select one of the rooms, pay that player (fees are fixed by the research not the player), and join the waiting line. Once it is their turn, they then enter that room, and select the mouth area they want. The more research has been down on Mouth Areas, the more mouth types become available, or the more the sliders that alter that area can be moved. Beside mouth, there are also all other customizations: eyes nose, cheeks, forehead, hair, facial hair, vertical head size, head thickness, eye color, eye brows, neck length and thickness, body muscularness or slackness, bodyheight or shortness, boy age, obesity or meagerness, headwear, upper wear (shirts), lower wear, foot wear, and so on. In Brief TriCores require different players to work together, to achieve something for themselves and for the entire DU community. A TCCT contains at first research room. Over time, it would also contain leisure and resting rooms, libraries, and much more. When research has been completed, these three players receive schematics that can be built with the existing DU industry machines. TCCTs will then also contain service rooms or sales rooms or even hotel rooms (giving some sort of benefit to the guest), that pay out directly to the two or three cooperating players. Vastly different research projects. Not more than three identical research trees Dual Universe wide. TCCTs with their TriCores should be implemented before official game launch just to be in place, though much of the research projects, research trees and research groups can be added after official game launch. At the early begin of this feature, their might not be enough research groups/trees created by NQ for each already existing TCCT, so they remain inactive until more research trees are in place and they get one. I just gave the initial suggestion, but it is up to all the players and NQ staff, to add flesh to this idea. Dear players, please add your suggestion for research items below. Thanks.
  2. Actually, you quoting me with something I never said or even meant. ๐Ÿ™‚ Most of the space stations would remain fixed where they are. Only those in orbit around a celestial body would rotate. And though plants do rotate, they actually don't rotate. Did you read that before writing, RugesV? Only textured spheres as placeholders would rotate, not much server burden. And the current coordinate system can easily incorporate one single additional line that has the calculation of the current location.
  3. Dear NQ staff, this game has potential, but for the official launch, you must ensure it will get all the attention it deserves. My own observation is, that this game, though remarkable in a number of aspects already, is not yet in a state that it will be highly impressive when it launches and game magazines will write about it. You want very good critics, to get many people to subscribe. Some parts of the "skeleton" (game) are already covered with flesh and skin, but some other parts are not yet. My intention is, to play DU for the next 5 to 10 years, or even longer. But that will be possible on then, if DU can exist for such a time. Meaning, the launch must be successful. So, a number of features are still required. Not just PVP updates for those who like to attack and rob normal, nice players. DU is much more, and much better than that. Much more potential. Remember, already now it sets new industrial standards for player-designed bases and ships. DU needs civilization building, and even more customization. I am placing some suggestions inside the IDEA BOX forum. Since you made the announcement already about "last major update", you should then add many "small updates" (at least, call them that) before publishing the game. I will try to jump in and assist with a number of suggestions, calling them "Civilization Building" and "Impact".
  4. No, no few access points. Access from anywhere. Remember, only if you are 6km above ground, you see the first player-made structures and alterations.
  5. Thank you very much for the clarifications. Here is my opinion: I cannot say a wipe should or should not happen thought I personally would prefer that there won't be a wipe. But if there is a wipe, then I suggest this: - the tiles keep their ore types and amounts and excavations cavities - tile ownership remains for the players - all constructs will be wipe-blueprinted automatically or manually, those wipe-BPs also contain the exact location and angles so they restore the constructs as they were before, once the player has accumulated again all honeycombs and elements needed The big question is: what is the purpose of a wipe. To have all players, old and new ones, starting the resource gathering from the same economical position? In this case, I would say, after the game has been launched, there will always be new gamers coming in that will start at zero, while other players have already accumulated resources. So, this would not be any reason, in my view. I think, if new players enter a Dual Universe that is already full of wonderful, creative ships, this is the best motivation I could think of. Yet a reason NOT to wipe. The WIPE discussion should mention, what a WIPE is meant to achieve, only then his discussion would be more qualified, at least from the side of us players.
  6. No, you still don't understand the concept I am working on: the voxel-based planet would not move, only a placeholder for that planet. But again, I don't want to mention more at this early stage, as I am still working on my concept.
  7. Yes,I get your point. In brief, the processing burden to calculate the positions of millions of voxels. But in my way of thinking, there is - maybe - no need to do that. I am at the very early stages of a concept that would allow to bypass that, but it is incredibly hard for me to explain, as I am not a natural English speaker. But basically, working with textured spheres most of the times, those you see when you are in space or look into the sky when standing on a planet o other celestial body. Only when you are very near a celestial body, it changes to the voxel structure. I am still working out the details of this concept, so I cannot say more at the moment. I don't even have much time I can spend on working out that first glimpse of a concept I have there, as I have many other things to do in real life. But believe, there is a way. It has to do with when to use a voxel structure and when to use just a textured 3D shape, so the voxel planets not necessarily have to move around despite that the game gives that illusion. Keyword: distance is your or the server's friend..
  8. When looking at the coordinate system, I come to the conclusion that it would not be different from as it is now. Already now, each planet has its own coordinate system, meaning, these coordinates are not universal coordinates defining a location on that planet based on its position in the universe, but only based on the planet. Setting planets in own rotation and in rotation around a star would therefore not cause any alteration to the coordinates of each construct or area of landscape. However, the space are would become significantly bigger - that is the only difference I see. Meaning, coordinate values would be potentially bigger, too. Only THAT would add to the burden of the server. If a player travels from one planet to another, the player just enters the same coordinates as before. Only that the game now calculates where in its orbit around the star the planet currently is. Yes, warp cost can become bigger or smaller, but that is just how things are in real life, too. Mars is not stationary nor is the moon. Fuel demands to reach there vary. I want that in a good game too, so the player would add this to the own calculations when the best moment for traveling would be. Space stations around a rotating planet would rotate, too, so they remain stationary above one location that planet.. Any space station that was placed in the same distance to the star like a planet, would also rotate around the star like the planet, same speed. Any space station that is between the planet orbits around the star or totally beyond, would remain fully stationary. No one can fly too close to the star, therefore the star can remain in an acceptable size and does not need to become huge and take away too much own space. Any warp flight that would cross that "forbidden zone" would be curved around it yet the warp cost would be calculated as a straight line of flight. So, we got varying distances, one single added calculation for each distance calculation (current position of own and target object), and an expanded space area. The last point is the only part where I expect a bigger amount of processing burden for the server.
  9. Oh yes, possible. But there are consideration why the transparent glass honeycombs are delayed in implementation. alas. I want them, too - badly. And created several suggestions about them here. I also suggested about glass panels, that they could merge borderlessly with each other instead of blocking each other, and that even an XS size would become available. And I support your suggestion of rounded or bent glass panels of various sizes and types, even of domes, half-round or 1/3 round or 1/4 round (means: fully half-round or more flat).
  10. I believe, if they get some downsides, some disadvantages, maybe in performance, NQ might do it eventually. Like only 2/3 or 1/2 of the performance of a pure one-environment engine. Not sure though...
  11. Hi, inspired by another interested thread I just read, I felt reminded for some good ideas that exist since some months, and add here my own suggestion. Please add a LIKE or answer posting, to support these suggestions. SHIP ENGINES Shape With regular honeycombs, a player can create a shape of his/her own liking, and then define it as "engine". Once defined as "Engine", it becomes available as "Element to just that particular player (and to no one else directly). Exhaust There would be a new honeycomb type, the "Exhaust". Like other honeycombs, it can be shaped just the way the player likes. The player does not need to use Exhaust honeycombs, in this case it becomes an engine that uses other means than just burning some sort of fuel. However, if Exhaust honeycombs are added, they will produce a beam and glow during operation. The player can actually set a color, and glow and beam will then have that color. The player can set intensity and length of the exhaust beam, but there will be a maximum (s)he cannot pass. The glow is bright in the center and less bright but more colored towards the edges, whatever shape the exhaust area may have. Engine Attributes The over-all volume of the defined engine decides about its performance. If the volume is that of a Basic Space Engine S, its Newton value, fuel consumption, and hit points and mass (etc.) become the same. If the volume is that of a Basic Space Engine L, consequently those attributes equal to that regular engine. If the volume is somewhere in between, so are the values. If a custom engine surpasses any existing engine size, so do its values. However, from that moment on such an outsizing engine becomes easier to suffer damage from crash landings, collisions, or attacks. At one point, at extreme sizes, even turning around a ship too fast can temporarily cause disturbances inside the super-sized engine an block the operation for some minutes. The mass also reaches extremes and rather limits the use of such a ship. That would be the downside of creating outsizing engines - one would have to be extremely careful when landing and avoid battles. Sub Types and Tech Package Advanced, rare, basic, uncommon, military, navigation, etc. - those are sub types. And they could be applied to player-made custom engines, too. At the markets, players can purchase a "Tech Package" element of one of those types, and add it to the inside or outside of their custom engine during design or afterwards. This "Tech Package" then adds the additional performance attributes and production requirements to that otherwise basic custom engine, that equal them to the regular engine of that sub type. Plus the honeycombs needed. This way, custom engines are the same easy or expensive to be produced, to nil any advantage other than having a custom design. Production After having declared the final design as "Engine", that design becomes available as element schematic to that player. Only this particular player can manufacture that custom engine, as the schematic is connected to his avatar and cannot be sold or even given to any other player. The same types of parts and industry machines are needed as for the regular counterpart of that engine, the amount of parts however depending on the volume of the custom engine. Ship Blueprints Yes, the player can create a blueprint of a ship that uses his/her custom engines. Even better, the player can give or sell such BPs and the engines will work on such a ship that now another player owns. But they will cease to function if the owner of a copied ship tries to take out that custom element engine and places it in another ship. In the moment the engine is taken out, its functionality is destroyed. If the owner of the copied ship makes changes to that ship, I think the engine can continue to function as long as the mass of the ship don't differ by more than 5% from the mass of the original BP ship. I hope I have covered here everything. If I forgot something or another forum user brings up something, I might add it here below THIS text. ------------- CONTAINERS Using the same principles as for custom engines, I suggest the introduction of custom containers. This suggestion was posted originally by other forum members, I just wish to remind for this suggestion and propose using the same or similar mechanics as described above. I hope I have covered here everything. If I forgot something or another forum user brings up something, I might add it here below THIS text. -------------
  12. I saw a similar idea before, and kinda like it. It would give us some more freedom and possibilities for our ship designs. And I would also add my own suggestion in this regard, but doing that inside an own thread.
  13. No, Taekessel, I did not even read it, and I don't have time now to play with you. ๐Ÿ™‚
  14. I believe, we can set people in the RDMS of our warp beacon. I was able to warp to that beacon even before I was a full member, following an invitation. But in case it is not possible, I would support the initial poster's suggestion, clearly.
  15. I could agree to point 1 and point 3 of the initial posting.
  16. For my part, I am still dreaming about more character customization, like face, body, cloth, and such. But indeed it seems to be a goal for a later time but not now or soon. For now, I can live with it but continue to dream.
  17. What would make such a Wiki different? What contents would you like to add to the Wiki of that player's attributes? And why would you call it "Wiki"?
  18. Why would you want to drive any sort of players off this wonderful game? Let your PVP players remain, and also try to let normal players remain who do no wish to be part of aggression and war (of those we have already enough in real life, not a very big fan of wars and battles). But again, to repeat myself, let's see how this wonderful game develops. A good game needs to be enjoyable for all player types, not just for one type. One type of players should never be allowed to force their way of playing upon other players who prefer peaceful ways. And having said that, let's go back to the topic. I simply say, let's see how this game develops. ๐Ÿ™‚
  19. Just think: what kind of players will be able to use a planet that has no safe zone around? Right. PVP players. Quite obviously. I am contributing to this thread by highlighting that this idea would unfairly give further advantages to PVP players, which equals to a punishment of normal players.. It is elemental part of a thread, that it can contain agreeing answers, but also disagreeing answers and even counter proposals. You need to accept that, instead of fighting rigorously views contrary to yours. BE CONSTRUCTIVE. Try, at least. Or pretend. ๐Ÿ™‚
  20. I support this idea. In fact, I posted the same idea already, here in this forum or the UpVote forum before.. Same functions like the Tool 7, including mirroring and rotating.
  21. Well, at this moment, we can only wait and see, into which direction this remarkable game will develop in regards to ships, crew, and such. Uhmm, not making it harder, that in fact would be someone else who sees the entire game from jut the view of a PVP player alone.. WHo ever that is. With each of my postings, I try to explain my view or give suggestions that would make the game even nicer again. After all, this is the forum for suggestions.
  22. Amazing how you always quote rules you exempt yourself from. Instead of harassing other players who come up with own opinions different to yours, you better become constructive and stick to the topic, instead of hijacking threads of other forum members for some sort of personal feud you may feel to live out. I renew my own suggestion: - A security ranking for players, with positive and negative values - Instead of a tax-free paradise for those who steal from others and destroy, rather an increased tax if the security level has reached negative values - Alternatively, instead of an increased taxation, there could be a weekly insurance fee to be paid as a PVP ship is much more likely to see combat and damage than other ships
  23. "That's one small step for a programmer, one giant leap for Dual Universe" Neil Armstrong We already can place soil and rock inside our inventories. Create a schematic that creates honeycombs from that soil. Those honeycombs can be used like any other honeycomb, but offer zero resistance. They can be used therefore as purely decorative honeycombs, and since they are so easily available soil honeycombs and soil schematic sell very, very low. To avoid many data-intensive tunnels again, there could be a tool that creates holes to take soil into the inventory but those holes would close automatically "because these walls are not stable" after a few minutes ("Soil Sampler Tool"). Or you have a "Soil Mining Unit" where you can select a soil type that is available at that area, this way avoiding ANY hole. Artificial creeks or lakes (silent and moving water honeycombs) on the own soil honeycombs? Just one more wish, not sure if possible. However, at the same time please give us plant seeds. When in Build mode and a soil area has been marked with Tool 7, a right-click adds one seed to the center of the selected area. Alternatively, a new seeder tool allows to aim for a soil honeycomb and adds the pre-selected seed. The plant grows then, until any of its parts above soil touches any element or any other honeycomb, and stays from that time in that size. 4 categories: - trees - bushes - flowers - ground cover (grass, moss, etc.) Each tree creates a zone around it where no other tree seed can be planted. Bushes and flowers however can be seeded much closer. The plants can be, for now, purely decorative even they are fruit plans or vegetables or herbs or spices. Eventually, in the future, it could become possible to harvest plants, if the player wishes so, and produces things out of the harvest. But for now, just decoration. Fruits show sometimes, sometimes not (not in season). - pumpkin - strawberry - cacao - coffee - Cayenne chili and Jalapeรฑo chili and sweet red bell pepper - golden-yellow wheat plants - corn - apple - pear - coconut - avocado - beautiful varieties of orchids - varieties of roses - varieties of tulips - nepenthes and sarracenia - sweetsop and soursop - lime and lemon, oranges, grapefruits, etc. - banana - spinach, cauliflower, lettuce - grass and moss - soy and beans and peas - cinnamon - baobab - grape - fig tree with aerial roots and divided stem - date - rhubarb - different types of berries: blue, black, rask, currant, straw,, goose, ... - etc. Greetings to NQ Nerais. ๐Ÿ™‚
  24. I, too, made the experience that occupied tiles with their red borders are hard to recognize on snowy planets.. A small slider to adjust map terrain brightness might be a possible solution.
  25. I am sure that there is a good reason for NQ, that they made it NOT possible. The usage of remote controllers is currently a way-around, but maybe NQ should also disallow the usage of such remote controllers while sitting in a gunner's seat. Otherwise, that element would have too much power, and that influences the PVP balancing. It is a balancing difference, if for a PVP ship one or two persons are needed. The usage of a remote controller appears merely as an officially not yet abandoned cheat on that intention to give the necessary balance to the PVP aspect of this game. It decides, if a PVP fleet can be 1x its size or 2x its size when only one person can fly a ship. Making PVP fleets unbalancedly stronger in numbers and firepower. So, I rather urge NQ to disallow the usage of remote controllers from gunner seats.
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