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Slaxx

Alpha Tester
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Everything posted by Slaxx

  1. dyson spheres would be unproductive because as soon as someone shoots the sphere, there will be a hole in the shell and mainting such a huge construct proves to be impossible. but i had that idea too.
  2. i hope not to be honest, i dont want DU to be selling out. that makes it look..cheap.
  3. i know hazeron because i played it for a while and now i got to dual universe, so i have some experience regarding empires.
  4. according to novaquark, they want to release people into a "virtual test environment" for the alpha. after that, the beta, will be the actual game.
  5. can we please not start meme-ing in these forums? thanks.
  6. thats what i meant with my post.
  7. x:beyond the frontier comes to mind the xenon certainly, this would be our empire's emergency plan. just letting AIs create an unstoppable force and steamroll through the enemy lines. of course with a kill-switch.
  8. yes but the problem remains that if you have a tech tree of level 1 to level 10, you will dramatically box the players in once they reached the final level. all i want for DU is to not use something like that. instead i want them to use something like i mentioned in my other thread and that devisdevine mentioned.
  9. but on the other hand more "realistic" and gives the player more freedom while a closed system where you have a set range of resarch is better for singleplayer games suited and causes the older players to lose interest over time as well as being unfair for new players and groups. remember that DU will be an entire new concept.
  10. i did read about water. they plan to make it able to build underwater too.
  11. Yeah but open your mind. Dont think so limited. I just had the realization that we shouldnt even limit ourselves to components in that sense. Just adopt a whole new way of "handling things".
  12. why dont we just make it like aliens. not even limiting ourselves to 'components' but create an entire new way of handling things. if i want to propulse ships, why dont i create my own way of doing that without making "components".
  13. i partly read it and thats what made me to actually suggest the idea too. i have the same opinon there as you do.
  14. i know right! this creates infinite fun and infinite variety!
  15. it won't be complicated and it would add a great level of depth. and i mean successfull on the LONG run.
  16. this is what i had in mind. and i just had another idea. what if you can FIND special parts. like legendary parts and shit or you find like blueprints or the requirements to research rare parts. these would be randomly generated in the same way borderlands does! you would insert resources (which could also be randomly generated based on a pre-set of values) into the research machine, then let your research machine run a process which can then create a randomly generated part (the same way borderlands creates random weapons) based on said material and has thus different stats. (modified by the resource material you used) this is a really good idea. these parts can then be used for actual components/machinery. it would also be saved in your empire's blueprint database. in order for this to work, you would be able to access the research machine, choose what parts with which stats you'd like to have permanently saved and transfer them to the empire's datacore. the unsaved parts would vanish so they dont clog up the servers. the datacore should be an independent object too. every research run would create 1 new part. there would also be different modifiers in the game that different resources have. like being exceptionally fire-resistant or something and CAN have trade-offs too. you could also mix resources to get 2 modifiers. come on guys this is a really fucking good idea! i know this is going to add alot of work to novaquark but based on the fact that the game is still in alpha and they are in high spirits about it, i should think that they would probably be very fond with this idea. it would also create the option to create different materials for the actual game. like different walls with different properties. some walls would be stronger than other walls, would have different properties like partial fire-resistance, things like that. you get what i say?
  17. we all want the game to be a success. so we should definitely consider this possibility. the more the better, unless novaquark wants to fail. but we have to go in depth here for the game to be a success. it needs to be simple while at the same time be as complex as possible. the idea would look like this: whenever you research new things, you enable new parts that you can utilize in the designer. at the beginning you have like 3 parts to choose from for your generator for example. these parts have >longevity: 1 >power output : 1 >weight 2 then you research a little and after a while you have a module that has the stats >longevity: 2 >power output: 2 >weight: 3 then you research again and then you have another module that has >longevity: 2 >power output: 3 >weight: 1 of course you can research aestethical parts too and the parts add to the weight too and some do not have a use at all but look good. just cosmetical things these things would be devided under different sections in the research table or what ever you use then. obviously you would need to first design the basic modules like research table in the designer too. it all depends on how serious novaquark takes their project and if they want to be it a success. do you guys get me?
  18. you dont understand. what i propose here is an entire different layer and makes the game able to have a dedicated design and development/research part of the game. make it like the spore editor.
  19. yes i completely agree with you there.
  20. yeah basically that. im talking like when you want to make an item you have some pre-made very simple things so you dont have to use a 3d model software. but then using these very simply things could let you enable to create things the same way you create a spaceship. say you want to make a generator for a ship. so there are basic essential things you HAVE to add in the editor, which could have different versions each too, so basically you make a box, then add some required wires somewhere where it's neccessary and then maybe an exhaust module that >has< to be on the generator. this way people can have their own designs and it also adds a great layer of gameplay and depth to the game. say you want to make a weapon. so there are some pre-set 3d models of barrels that you can choose from. then your weapon needs a chamber, which you can then choose from again, and then it needs a magazine too. or you want to make your own sword basically move the player-freedom to the lowest level just above where you dont have to use a 3d model program. this gives the player more freedom while the studio only has to add some simple shapes to the game here and there. make it as general as possible and multi-use as possible.
  21. Slaxx

    Moving a planet

    wait, is that part of the actual lore or are you making things up here?
  22. so one thing that really nags me about DU is, if there is so much freedom, why do you not make it so that players could create their own modules based on a smaller pre-set of items. im talking about being able to desing our own weapons & items too but what i am getting at is instead of pre-creating for players things like pre-made turrets and machinery, you could make it so a player can create his own modules in a designer but WITHIN that designer there would be pre-set utilities. so basically just moving the self-creation grid a level down. is there a specific reason?
  23. friend, there are more than 7 billion people on earth. not 6.
  24. imho, there should be the possibility to talk to people in a close area INgame. more realistic and also practical.
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