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Everything posted by Shadow
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Opening a new Empire, opening up for new members
Shadow replied to Slaxx's topic in Org Updates & Announcements
One Riddick would be hard to manage... do you really want a complete nation of men and women like him ? . Regards, Shadow. -
Opening a new Empire, opening up for new members
Shadow replied to Slaxx's topic in Org Updates & Announcements
Nop, I'm not . (or, at least, not in this way) Regards, Ryanis -
We don't see either. You should download the image and post it on a hosting site like http://www.hostingpics.net/ . Regards, Shadow.
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Few questions on ship and ground mecheanics.
Shadow replied to LordSilver's topic in General Discussions
There are plenty of examples . Especially, I can remember references in the Star Wars books, Haegemonia campaign (it's a sci-fi RTS game), Space Engineers user creations and some books from P. F. Hamilton. I didn't thought about the Caldari Admiral (and never know how his name is spelled), but I know the story and it works too (check www.youtube.com/watch?v=nppFn_dPX20 if you want to learn more). Regards, Shadow -
Few questions on ship and ground mecheanics.
Shadow replied to LordSilver's topic in General Discussions
Hello there, For a time, I disagree with you Nyzaltar as there is already a powerful weapon you can use in this case: kinetic projectiles (also known as "ships", or "rockets") . Just throw a bunch of them on your target and it will most probably not like the collision. Regards, Ryanis -
Hi eagle777, It would really help us to understand if you were speaking in English (which is the common language used on this forum). Even if I roughly got what you said in the other posts using Google Translate, I don't understand what you are saying here. Don't be afraid to make mistakes, that's fine: you are not writing a book, we just need to understand (and I'm pretty sure we are all making some mistakes here and there). Google translation: Regards, Shadow.
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Some reaction in my opinion: Actually, I guess it'll be really similar to Space engineers controls ? +1. Also, it helps to reduce multi-accounts players, which is often a broken mechanism. I agree too: I prefer to know that I'll get full contents for a fixed subscription fee than dealing with cash shop details and, sometimes, unfair advantages for those who cash out enormous $$ amounts. Sometimes, it's just because the game is a copy of another one with no real gameplay innovation. That's what kill MMO today: there is nothing new. Free to Play and subscriptions both have their downsides for players. I think F2P has a lot more and penalize the game on the long term, that's why I don't like the model. Some editors rush for F2P as the ideal answer to all and any problems. It's not. But it isn't bad by nature. For example, LoL model is quite nice. Regards, Shadow
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Hello, In EvE, you don't control your ship directly: you give orders like "orbit this ship at 10km" or "align this celestial" or "go in this direction", then, the crew manage to trun, accelerate or decelerate, and so on. Regards, Shadow
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Hi Ellegos, You can already find some answers one this devblog : https://board.dualthegame.com/index.php?/topic/21-devblog-from-barter-to-market-economy/ For the remaining, I guess we need to wait for Nyzaltar answers. I'm also interested about currency. In one hand, I would be please to manage ourselves the economy, but, in the other, having a centralized banking system which handles transactions is aslo a good thing and remove a lot of useless hassle. Regards, Shadow
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I will probably do the same: live on my ship, explore planets and the far reaches of space, form a small dedicated group. Else, this concept seems interesting. Regards, Shadow
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DevBlog: Multiplayer Ship Crew
Shadow replied to NQ-Nyzaltar's topic in The Gameplay Mechanics Assembly
Hi pilots, Biggest ships won't be able to extract earth-like gravity (they could in theory, but fuel requirement would increase drastically, which will increase ship mass, which will requires more fuel... definitely not efficient). So I guess Space docks are mandatory, indeed. Regards, Shadow -
Hello there, Good point. I can't say anything but that I do agree. Looks great. Wait and see . Regards, Shadow
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Hi Nyzaltar, That sounds good to me too. One question though: are mechanical workers a static craft with predefined AI, or will player be able to build their own worker (using standard ship construction mechanisms) with their own scripts ? Regards, Shadow
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Hi Nyzaltar and thanks for the answers. Space suits are cool too. Can I request that players can put their helmet on or off after alpha ? That's true that we've a bit diverted from initial subject here. I hope Kiklix will forgive me... but I may continue... just a bit, I promise . About this statement : I would just say: if it is easy to implement UI modding (for example, because you are already coding it in LUA), just do it. Most people won't use it, but there will be a point where some UI elements won't meet player needs and they will be happy to be able to mod them (think about EvE: how many times have ou wanted to tweak what overview shows or which notifications pop ?). In the other hand, if it's hard to implement, just forget about it for now and ask the question back within a year (maybe in a poll for players). Also, I would limit modder access to already displayed information so that players don't get unfair advantage. Ensuring all mods are public and open source may be a good idea too. PS : feel free to split the topic and move my question in another subject if you want to. Regards, Shadow
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Hi and welcome Daddio, Plain old, but still glorious games. Good job on getting one of your map included. Board games were not bad either. Regards, Shadow
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Hello Atmosph3rik and welcome aboard. We don't cook so many things, but we have cookies. Astrophil ! Come back here and don't try to keep them all ! Don't forget that part when they explode. As Kiklix said: make sure to read the devblog, it's really interesting. I hope you'll enjoy your reading. Regards, Shadow
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As long as it remains simple and accessible, I see no problem with that. I can imagine, for example, a "smoothing tool" that round corners and edges, but asking players to manipulate meshes will probably repel most players, even if it is not mandatory. Regards, Shadow
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Hello there, I copy/paste here Nyzaltar answer from https://board.dualthegame.com/index.php?/topic/49-what-if-we-had-pets/for having it handy : That being said, I totally agree with Saffi, key points being: As far as we know, mechanical pets could be built by players (and would probably represent a quite healthy market) ; I would enjoy taming wild beasts, but pets should not give advantages to players ; NQ should not focus on pets as they are not central gameplay. Regards, Shadow
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Hello Kiklix, (hello all, actually), As far as I understand voxel tools, you should be able to make nearly any kind of shapes, so you could make whatever object you want and give realism in your ships, stations, and so on... they won't be usable though. Regards, Shadow
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I do agree with Astrophil on this point: Players need to be in charge ! Also, consider that bounty hunters usually don't care about right or wrong. They just hunt whoever has the highest bounty, even if the bounty is offered by the worst guy in the Galaxy... so anyone may face them sooner or later . Regards, Shadow
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I like this idea. Also, we could have some kind of scanner to identify people, as long as the scan requires a bit of time and can only targets one person at a time. That could lead to interesting "Bounty Hunter" gameplay where the hunter needs to identify the target. Regards, Shadow
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Hello, My opinion: First and third person view are ok in most situations as long as you can't zoom out like Kiklix said. So I would allow both and let the player changes it softly with, maybe, a shortcut. For building large concepts, it a bit more complicated. I would be tempt to allow a much wider view... but this may leads to complexe abuses. @Saffi, I like your idea of building small remote controlled drones. There are similar "drones" in Space Engineers and they are very useful. So, for large building, you could just build a small drone, put it in the air in a static position, and look through it when you need. Also, thses drones will be strong tactical tools, being able to monitor key locations or used as scouts. As they will probably still be easy to destroy and not so cheap (they at least requires engines, camera, telecom, etc. in a small hull), they should remain balanced. Regards, Shadow
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Hello Saffi, I'm interested in the implementation of "Imperial Senate". For me, this name could lead to a lot of different interpretations. But, at least, it sounds cool. @Ellegos, sorry, I have not had the time to read your blog yet, but there are groups in EvE where leaders are elected and they are working. I think, you need to have someone in command in order to take fast decision, but you also need to prevent them from becoming dictators. They must work for the group. Thus, I like the idea of an elected emperor for a set period of time and, if members are not happy with them, he gets pushed out. Also, especially in EvE, lots of powers are delegated. Having military and diplomacy director is common for example. Regards, Shadow
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Hello there, I would tend to KISS principle : Keep It Simple, Stupid. Else, people will get lost and it will create faucet between players. Also, the more complex building is, the more time it will consume. Remember that, even if we all like to build cool stuff, Dual Universe is also PvP oriented. I think that Space Engineers has the right compromise. If you have not seen it yet, I suggest taking a look at ships made in steam workshop which can be really sophisticated and beautiful, even if they are based on basic shapes (attention, some ships may also use mods). Regards, Shadow
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I completely agree. Also, having names floating around your head is like a painted target for players who begin to get known and it's annoying. Regards, Shadow