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Alpha Team Vanguard
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  1. good choice to revert the previous changes to support.
  2. DU needs to be saved, yeah, but i think much of what you suggest goes in the wrong direction. 1) automated mining is nice and all, but can't be allowed to replace manual mining, because mining is one of the main means of income for new players (who certainly can't set up a plant themselves) 2) Warp shouldn't be cheap, if anything it should be more expensive. I'd rather have them add XXXL warp gate elements to the game which need loads of power but can enable warp channels for ships to use cheaply (in contrast to the expensive individual warp ability of ships). This would improve PvP and player interaction as long as it is profitable to use/own such a warp gate in the more dangerous areas 3) Voxel editor, yeah, somewhat needed. 4) different shape of cores isn't really that necessary. If you want an elongated shape, take a larger core. you're not supposed to fill the whole volume of the cube for mobile cores anyways. That being said, it would be good if we can attach and lock mobile cores to each other alloweing cross-core communication and linking. 5) wont happen. The mix of elements and voxels is fine, we just need more diversity on the element side, and thats most likely to be the case going into the future. 6) yes.
  3. general rule is that you can't place anything behind engines/wings (or rather in the direction the force arrows show). Anything that isn't obstructed even tho something is behind it can be regarded as bug.
  4. having less posts than a player that doesnt play, he should be ashamed of himself then i guess The problem DU currently has that the production of nearly all elements is way higher than the demand, which leads to collapsing prices whenever more than only 2 or 3 ppl sell the same type of element at the same location, and the schematic exploit only made it worse (which is why its even more weird, that it wasn't adressed properly) Without a huge influx of non-undustrialist players or a good and meaningful system to destroy elements that wont change and the economy will stay as crippled as it is.
  5. "To provide better support we will now treat everyone equally and make you wait 1 months for issues that could be solved within minutes if you pm a dev in discord or ingame" Really? Sorry that i post here, but really? For better support? Does NQ think we are retarded? At least don't come up with such an obvious lie as excuse when you don't want to provide the manpower for real time support...
  6. I completely agree with Lethys, it has to be a bit more complex than giving one wallet and every rights. We need at least a division into "every right" and "can only add quanta" And it is also very important to be able to create more wallets, or as lethys said, divide it with individual rights for each partition. Its just way easier and more conventient to have a market wallet, taxes wallet, savings wallet etc. Please do not half-ass this just because you can't/don't want to spend more time on it!
  7. Its already been 2+ years since i made more than a small post regarding a feature in the game, so in the hopes that the community mangers indeed forward ideas and posts to the devs i will try it once more, because its something quite important and adresses one of the (in my opinion) core issues of DU. So.. Currently there are three main purposes of building static constructs, as platform for industry, as showroom/store and non functional art/rp. While i don't see a large issue with the latter two purposes, it feels quite lacking, that the only function of a static construct, that is backed by an ingame mechanic, is as industry platform (and it does that pretty badly). So i want to suggest some a little bit more complex mechanics for base building regarding industry. The only things necessary to build a factory in DU is a platform to place the industry units on. Thats pretty much all of the interaction between static cores and industry units, which makes it extremely unsatisfying and also leads to densely packed mega-factories, which seem to be disliked by NQ. There are several mechanics that can prevent mega-factories and at the same time make base building a bit more fun. 1) Electric power and computational power We know, that NQ plans to implement a system that involves power management for static and dynamic constructs. I would go a little bit further and incluce a second variable, the computational power. Each functional element placed on a core would require a certain amount of both powers. Electric power would depends on the type and sie of an element (metalworks would obviously require more electrical power than a door, similar as a gate XL would require more electrical power then a gate S) while computational power would depend on the type and tier of an element (advanced metalworks need more computational power than uncommon metalworks) 1.1) computational power Computational power is a resource that is provided mainly by the core. The larger the core the more computational power is available. The main purpose of computational power is to restrict the amount of high-tiered elements on a core, so it would be possible to build rather large t1 factories (if only computational power is regarded), but you wont be able to build mega.factories for high tier items like an ammunition factory that produces several types of ammo in high amounts. Of course there should be elements that increase the available computing power in a core, but at a cost of high electrical power, thus making it possible to balance those two powers depending on what you require. Having not enough computational power for all the elements on your core would limit their functionality, for industry units it would be a slower cycle time, or for weapons it could be the rate of fire. 1.2) electrical power Electrical power is not provided by the core, but needs certain elements to produce it. Those can include fuel-less elements like solar panels/geothermy/ wind power or one-time use batteries as well as fuel-requiring methods like generators working with nitron/kergon, as well as nuclear or anti-matter elements. Electrical power mainly limits the number of large elements as well as the number of low-computing power elements. Having a lack of power would mean that some of the elements on the core would stop working completely (until the amount of power required by the active elements is below the provided power level) 2) Heat As third balancing mechanism i want to suggest to introduce heat to the game. Every elements produces a set amount of heat depending on its power consumption. Then the heat that every element experiences is summed up to calculate the total temperature for each element (the heat of other elements would influence each other with a 1/r² relation). At the same time, elements can only work under a certain heat threshold, that means if its to hot, the units shut down. Similarily to computational power and electrical power there will be elements like heat sinks that can reduce the temperature in their surroundings. The main influence of heat on factories would be a tradeoff between density of industry units and power required to use temperature reducing elements, which would incentivice building modular factories, like dividing single lines on different levels, and prevent the endless stacking of industry units. A second, quite interesting, interaction with the heat mechanic would be the temperature of the environment. Industries built on cold planets or cold regions of planets could deal with more produced heat, than building in high temperature regions (which could be a tradeoff with power generation, because you probably wont have as much power generated by cheap solar panels in cold regions as in , for example, deserts) 3) AOE effects and unique XL element types The last mechanic i want to suggest impacts the size of bases. Certain XL elements should have AOE effects, that influence the cores in a certain distance to them, which then serve as enablers or provide ressources. A few specific examples would be XL power generators (which require a huge amount of computational power but are able to provide an absolute amount of power to the cores in their surroundings, so that they either dont need their own power generation or have an additional amount of power on top of them) XL quantum processors etc. (which are equivalent to power generators in their function), water pumps (which enable the surrounding cores to build water cooling systems) etc. Those XL elements should be unique types, that means you can't place an XL power generator and a water pump on the same core. This mechanic would not only increase the amount of specialized buildings (and with that the amount of functional buildings in a base), but would also incentivice ppl to cluster together so that they can benefit from the expensive power station etc. that other players built. Further suggestions and improvements are always welcome, base building is one of the most important parts in DU and it would be just sad not give it the love(and mechanics) it needs to become worthy of the possibilities that slumber in DU.
  8. the other way around, create means to get quanta from the system. But i fully support a whipe as long as we can keep Talents and probably BP
  9. its not crying, more like despair because you aren't able to grasp the difference between "you can use warp beacons to be safe" and "you must use warp beacons"... but might just be a language barrier, i'll give you the benefit of doubt.
  10. ppl who feel superior while talking crap sure are hard to argue with, i'll leave it at that. No point further discussing nonsense that will never happen.
  11. see, there we slowly close in on yoir real intent, capitalizing on warp beacons. Thats all your argument seems to be about. wow this forum sucks on mobile :x
  12. Let me explain it to you once more. You proposed two things 1) protection in any kind for space constructs 2) disable warping to planets No one (so far) disputed point 1. But you seem to fail to understand that being able to warp to planets doesnt automatically mean its mandatory, you can very well warp to a space station (which is protected if point 1 is implemented) even if you have the option to warp to planets, so taking away the opportunity to warp to planets doesn't make any sense. You like risk? Warp straight to the planet. You don't like risk? Pay the bill and warp to a warp beacon close to the planet. Both is possible and doesn't contradict each other. You try to entangle point 1 and point 2 even tho both don't have anything to do with each other, and thats what you fail to understand.
  13. then you dont understand what i'm writing And no, there are several of those aspects that can be usefull in the current state.
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