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SpiceRub

Alpha Tester
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Everything posted by SpiceRub

  1. I’ve done a lot of ganking and have missed plenty of targets, not always necessarily auto win
  2. Build/fight as we do is so untrue. Most of the ships there were built by me, I couldn't give a rats ass about min maxing or chasing the latest BS 100% hidden element cube meta or whatever. I do what I enjoy, thankfully NQ's willing to do a PVP revemp which will remove a lot of the BS that breaks the game
  3. Pretending to play pretend war games
  4. If everyone’s heard it 9000 times before, perhaps you have a problem.
  5. I can make a fortune selling all your salt scraped off the forums and discord. I think you’re wasting your time, no one needs a lecture on video game justice and morals. But hey, whatever makes you happy.
  6. What are you still complaining, it happened, it’s going to happen, and it will keep happening. Welcome to emergent gameplay.
  7. Wtf is this, it’s supposed to be all of those options? what is this game to me, what is this game to me, nothing that was ever promised or spoken of if you’ve been following JC’s interviews for a while.
  8. Maybe, it’s actually just one crash.
  9. Safe zones - “allow me to introduce myself” safezones should be taken out back and shot.
  10. This is what happens when you don't have safezones ?
  11. Territory warfare is territory warfare, if you're a solo player with 1 hex on some random planet that's your own fault. The point of Du being a civilisation builder was that people build up together and create their own safezones as countries, form alliances etc. But none of that happens or is needed with DU being half the game it is + the almost infinite safezones.
  12. Hey there was just thinking, since you already have a system that creates a mesh out of voxel constructs, is it possible to also create a system for us that allows us to create our own mesh for elements? Especially for larger things such as engines/weapons. You could provide ghost projections of the elements functional areas, in a small build area where people can make their own element models, I feel like this coupled with a vertex editor could really extend the creativity of constructs. And you could apply these 'models' through the skins function. Maybe even give us the ability to move, add/remove or modify the effect origins for things such as engine exhausts.
  13. you shouldn't be asking NQ to be punishing the greedy. YOU should be the one punishing the greedy, this is an open world MMO that's supposed to be emergent and interconnected, you want justice, just wait till you can get it. (Because there currently are no systems in place to support emergent civilisation building)
  14. Agree with fuel usage, its a bit much. However with ammo taking up a lot of space, I don't particularly mind, it just needs to be much more effective.
  15. You don't want to restart from zero, you want everyone else to start from zero. Everyone else says no. Stick to your backyard sandbox
  16. Combat needs a different roots approach into how it works. Currently how combat technically performs, is just like peeling an onion. You just gotta keep shooting and shooting until you strip away the layers you need to get to the core. The difficulty between creating a ship that will get destroyed in either 100 hits, or 10,000 hits, is NOT hard at all. THERE IS NO CUBE META. Cube meta isn’t anything special in itself, it simply makes most effective use of how combat works. There is no cube meta, just shallow and undefined DU combat. Regardless of their differences, and other very strange differences, weapons themselves all do pretty much the same thing, just at a different scale. I don’t know what the NQ team imagines will ‘fix’ their problems, but you guys really need to be careful not to tip the scales. Any drastic changes need to consider both ends of the spectrum, being, weak cheap ships, to heavily armoured ships. As things are now, weak ships take about an hour to kill, and heavily armoured ships are immortal ammo eaters. There is a MASSIVE disparity between ships on either end of the spectrum. Coupled with the fact that people can farm as they please and build what they want very safely, ships will always be at the top of their game, and the top of their strength. Ship designs won’t be out of necessity or purpose, but solely out of attrition. WHAT IS MORE DIVERSE COMBAT? Anything that isn’t DU combat as it currently is. Do away with unrealistic arcadey damage types. No one really cares about resistances or ammo types. Weapons need a purpose. Ammo, needs a purpose. The fact that things are separated by damage type and resistances, is pretty shallow and meaningless. Weapons need a REAL purpose, a REAL function. Not a DPS count. Ships in DU do not have set HP values like in other games where constructs cannot be handmade. A dynamic system needs dynamic mechanics! SUGGESTIONS PROPOSED TO MAKE COMBAT QUICKER, EFFECTIVE, FUN, AND CHALLENGING. Halve the total HP of every voxel.Ship death on core destruction? I think not. Make Cores Impervious to weapon damage. (Explained further down) Change what weapons actually do. Introduce penetration damage models! Laser blasts and missiles may do the same thing, creating devastating explosions on impact, but the best way through armour, is through it. Cannons need to pepper ships, railguns need to be actual railguns, and create big holes from entry point to exit point, though lacking obvious things like tracking, rate of fire, huge ammo space. Armour itself doesn’t have to be useless, it needs purpose. Enough armour can still stop certain penetrations like cannons, but to a point where the armour needs be quite impractically thick where designers may opt for only certain parts of heavy protective armour. Though this doesn’t negate the need for armour entirely in which a ship would be incredibly vulnerable to blast attacks from lasers or missiles. ENERGY MANAGEMENT. I believe we all have a pretty good idea of what NQ may do for energy management. Give ships an energy cap, and each element will take up a certain amount of energy until there may be no more that the system can energize. I am suggestion a slightly different alternative. Lore around the fact that dynamic cores are a technologically advanced whatever, with unique power systems that can power ships or whatever. The technical details of proposed core energy management: Cores produce a certain amount of energy on their own. Enough to comfortably power a battleship if need be. Cores are impervious to weapon damage. Cores cannot function if they are generating too much energy. (If you have too much unused energy) Cores will become disabled by prolonged use with too much energy unused. In other words, to safely operate a core unit, you need to be using the energy it provides, else it can become unstable and explode. HOW DO WE USE THE ENERGY? As with the simple system, each element will provide its own energy cost. HOWEVER, a core unit will provide an energy cap that will easily supplement the biggest ships. IF you are building a smaller ship, on a core that requires a high energy usage, you can use a new element, ENERGY DAMPENERS. These elements will have different energy cost depending on size, and will do nothing other than REDUCE YOUR UNUSED ENERGY TO AVOID CORE DESTRUCTION. So the whole deal behind this is that a ship can be destroyed if it has too much unused energy. How does this work in combat? Simple. Elements that are destroyed will stop using energy. Freeing up a cores energy capacity, and causing it to become more and more unstable, to the point there is too much unused energy, and the core explodes. Energy dampeners don’t have to be expensive, giant, or cumbersome for builders, they just need to BE there. This way a ship will be destroyed from being disabled. Not after a 10 hour missile excavation expedition to the core. This however presents another problem, adding or subtracting elements during combat. I believe NQ can work their way around that. NQ could indeed also switch ammo types for every from what they are now to just, explosive, or armour piercing. others may be imagined up but these are the basics of what weapons actually do, and it makes SENSE. Ontop of this, considering fleet battles. A typical strategy is for an entire fleet to target 1 ship at a time, and the fleet battle becomes a race against the other fleet, in which DPS is particularly dominant. Getting destroyed within seconds because you're being targeted by an entire fleet is not fun. Without the ability for this to happen, a fleet battle flows more like an actual battle, rather than eve alpha DPS strategy. My opinion of this comes from the latest battle feature many large core ships. We were unable to target individual ships correctly as a group due to ship names being all the same. This appeared as something that needed to be fixed by NQ at first, but after thinking about it, I actually had fun. Definitely more so than targeting one ship at a time with the entire fleet.
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