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WilliamCorm

Alpha Tester
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  1. Like
    WilliamCorm reacted to Khaymann in Crafting System   
    You really should read a bit about a game before you start to post in its forums. All of these topics have been discussed at great length before or covered by dev blogs.
     
     
  2. Like
    WilliamCorm reacted to Abyzmi in Crafting System   
    This is kind of a big idea... but it's something I've wanted to see inside of a game for a long long time. Just this idea being implemented would bring me and many players like me to Dual Universe and keep me playing forever.
     
    It's important to note that when I say crafting system, I mean the system used to manufacture things such as armor, weapons, clothing, furniture, house decor, maybe even computers and technology. This would also include ship-based technologies such as engines, turrets, weapons, hallways, possibly even rockets and missiles and different types of ammo.
     
    Players love customization. Personally, I love to be able to create a completely unique look that is totally my own.
     
    The crafting system in other games is pretty boring. You level up your crafting skill until you get to a point where you can craft the next level of gear etc etc. All of the gear is pre-defined models that were loaded in to the game by the devs. It's completely repetitive and extremely boring.
     
    What I would like to see instead is this:
     
    1) Do away with crafting levels. That shit sucks. Make it so that any player can create anything they want to at any time.
     
    2) Do away with pre-defined models. I'm tired of seeing every single person using the exact same armor as every other person. That's not immersive. That's boring. Instead, implement modular models with several different options to create a unique look with a maximum level of customization.
     
    3) Put the customization in the hands of the players. Make the models that players create into something that anyone can use.
     
    The Crafting Process
     
    Phase 1:
     
    The process would start with a blueprint. This is where the players design the object in question. It could be pulled up in a separate window with several options for the player to select whatever it is that they would like to create. 
     
    Step 1: Select the category of item. Some items may have sub-categories. For example, weapons may have sub-categories of rifles, snipers, heavy weapons, or sidearms. Clothes might have sub categories of Shirt, Pants, Shoes, Jacket, Hat, underclothes, etc. A very basic model of the item would appear. With it would come sliders to adjust proportions, material types, colors, etc. A modular design would allow for added attachments.
     
    Step 2: Select and customize attachments
     
    On a weapon, this could include different barrels, various clip sizes, length of stock and grip, caliber, different action chambers to allow for semi-auto or automatic modes, etc. Each of these attachments could affect how the weapon performs. 
     
    Armor attachments could create a specific unique look. Larger sets of armor could be designed with more protection in mind but detract from maneuverability. Smaller lighter armor sets would offer the opposite. The more attachments that are added, the heavier the armor may become. They could come with optics, helmets, various measures of technology, oxygen systems for non-atmospheric operations, magnetic boots for low gravity situations, pneumatic strength assistance, etc.
     
    Clothing attachments might include sleeves, buttons, zippers, designs (such as stripes, circles whatever), etc.
     
    Step 3: Publish Blueprint.
     
    A published blueprint will be ready to build. It will have a bill of materials required to build the object that the player has designed. Different attachments might add different materials required and bring up the cost of the item. A higher cost would effectively promote lower levels of sophistication in mass-production.
     
     
    Phase 2:
     
    Now that you have your published blueprint, you must take it to a manufacturing facility. Large organizations could use the blueprint, and install it into a factory to have the item mass-manufactured. They would gather the resources required to manufacture the item and then produce them. 
     
    Individual players and independent designers could pay organizations which own factories to build their designs and blueprints. Alternatively, large organizations can pay designers to create a nice blueprint for them.
     
    Designers could become famous and well sought-after to design things for large companies.
     
    Phase 3: 
     
    Sell your items on the market. Watch them spread into the world. Watch them be stolen or destroyed and end up in the hands of people they were never intended to reach. Watch your designs become the most desirable items in all corners of the galaxy. Watch as entire organizations commission designs for armor, weapons, uniforms, drills, engines, turrets, computers, furniture, and so much more so that their people could be well equipped and fashionable. 
     
     
    This is the kind of game that I would play.
     
  3. Like
    WilliamCorm reacted to Clark364 in Oceans, more Oceans, and Ocean planets   
    By the love of Poseidon! 
     
    I am praying you guys can develope amazing ocean planets or oceans on planets to explore.  Oceans teaming with all kinds of alien life.  This can go beyond just planets.  With the voxel technology you can create Moons such as Europa with massive ocenas underneath miles of Ice.  
     
    This alone would give us the ability to create underwater bases and open up an entirely new market for scuba equipment, submarines, ect... If we could manage to make bases such as subnautica, it would be amazing.  Abzu just got released for the PS4 a few days ago and they pulled off the most amazing oceane environments I have seen in a game.  If you guys could take a look at that and pull off procedural oceans like this with unknow depths, it would make my life.
     
    This could also lead to harvesting resources via oil/gas type rigs on the surface or below, like on the movie The Abyss.  I have been diving since I was 12 and now 35 I have never lost that love.  I would rather be underwater than anywhere else.  If I could be of assistance in the underwater development of the game I would love to assist.  I plan on writing a longer article with ideas geared toward oceans and lakes.  I just wanted to see the initial response as I have to get to work now.  Let me know what you guys think and look for a longer more in depth post within the next few days.  
     
    Kind Regards
    Robert
     
    One more thing for the devs and anyone else interested.  I have created a corporation, Future Horizons Exploration Inc.  In the description tab, I have listed positions I am looking for on my expedition crew.  I would love to see these roles implemented into the game.  I know it would flesh the game out and bring back the old old days of Star Wars Galaxies online when you could be a biologist and harvest creatures to grow ect...  I will write a separate post on these later.  
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