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RugesV

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Posts posted by RugesV

  1. 19 hours ago, Novidian Prime said:


    So when that goes live, no one can do anything until they literally run to market and everyone has to completely redesign their ships (because size is a restriction in this scenario.)?

    Sorry, 

    "Your limiting factor then becomes the size of the items on your core, The weight of the items on your core, the cost of the items on your core, The cost to maintain (fuel) those items on your core. "

     

    should read 

    "Your limiting factor then becomes the physical size of the items on your core, the weight of the items on your core, the cost of the items on your core, the cost to maintain (fuel) those items on your core."

     

    I am not reffering to limiting L items to L core.  I am refering to only being able to fit 10 expanded XL containers onto a small core before you cannot place any more inside the build box because there is no more space. 

     

    I also feel anytime a new items goes to live it should never be required for the first month.  For instance if power ever gets added to the game it should never be required on day one. Put the power generators and storages devices in. put the UI in to show our power collection/storage/usage/required.  Allow players to get the schematics to build the power stuff. and the days that will be required to build those items. Let the players go scan territories for good thermal, or wind power. Allow players to get ships and factories setup so when power is required all there stuff is already working. 

  2. The line between going broke and making allot money is really fine. And can be greatly affected by the choices you make and the amount of effort you put into it. 

     

    You choose a poor territory and put low effort into it:

    Tiles aren't worth paying taxes for <Full Stop>

    You choose a great territory and put high effort into it:

    Your making bank and too much resources and money are being introduced into the game <Full Stop>

     

     

    also cannot stress this enough, dont do it alone. 

  3. 32 minutes ago, Novidian Prime said:

    Max energy output could be determined by core size. From there, each combat element would have a set power drain.

    Thats a fake restriction that limits creativity. 

     

    I am all for power requirements being added to the game.  But power generation should never be tied to core size.  Power generation should be tied to generators. and power storage should be transferable from core to core.  If you want to have multiple power generators on a single core, so be it. If you want to have multiple power storage and have your ship run off only batteries so be it.  

     

    Your limiting factor then becomes the size of the items on your core, The weight of the items on your core, the cost of the items on your core, The cost to maintain (fuel) those items on your core. 

  4. This is more so for when planetary warfare comes out, but figure start making suggestion while your still developing the system. 

     

    Every territory you and organizations your are super legate of own count as a vote for you.  (IE you control 5 territory's and the org you are super legate of owns 3 territories so you get 8 votes).  Anyone could suggest a law that owns a territory (frequency on how often they can suggest a law based on how much they own? still needs more thought on the subject). 

    Anyone can declare themselves or Org a rebel, which would ignore all laws on the planet. (would need like a week long cool down between cool down and warm up of declaring oneself a rebel)

     

    What could you vote on?

    A Leader

    A Tax system

    A Treasurer

    A system that only allows wars that the leader permits 

    A system that only allows wars that people vote for

    Declare all citizens a rebel of another planet

    Capital hex

    increasing/decreasing the safe zone around the planet (maybe even have to have the planet government pay for this)

    suggestions

     

     

  5. That was one thing that really surprised me too.  I really thought there would be rich tiles that would be worth fighting over. Oh sure there are some better tiles, But nothing that would make me want to fight over them.  Nothing that would bring territory warfare to the point of wanting to fight for desired hexes worth allot. 

     

    However I do have a suggestion for this. Meteor impacts. Like once a month a meteor hits a random un occupied hex.  This hex is now worth 50x that of a normal hex. But only for 1 month.  It would be these hexes that players really fight over. 

  6. 2 minutes ago, Deleted said:

    do you actually get the full number of charges?

    Yes calibration charge optimization and Calibration charge efficiency Improved calibration charge optimization and improved calibration charge efficiency are the first and only 4 skills to not be affected when you VR. 

  7. VR does not give you your efficiency bonus. IE in VR the max calibration gain you could get is 50% increase at 100% scan.  IE if your calibration is at 30% and you get a 100% scan your new calibration is going to be 80%. If you flew to it and you had efficiency skill you could get that to 100%.  However if you VRed over on day 3 when the calibration has droped to say 90%. and you calibrate it then, you dont need to scan down a perfect 100% scan. you could just grab a 20% scan and increase your calibration back up to 100% for the next 3 days. Granted you dont get your bonus skittle ore. But really your either min maxing or desperate if your going after skittles. 

  8. Get with a group of people. Now that they changed the banked calibrations up to 50, It makes it really easy to work with a group of people. Lets say you want to be super lazy and only calibrate every 2 weeks.  3 guys can maintain 50 MU's with each player only calibrating once every 2 weeks. IE the first guy calibrates, then 4 and a half days later the second guy calibrates, the 4 and a half days laster the third guy calibrates then 4 and half days later the 1 guy starts again.  That will get each player roughly 500kl a week for only working a couple mins every two weeks. 

  9. Use your good ship to track down the asteroid. Dont land. just find the last location. Go back to your space station and land. Now get out your cheap space only ship does not even need the Dsat on it. One you dont care about losing. Now fly back to that asteroid and start mining. If you do get shot down, your not losing very much. You could even get blown up 9 times out of 10 and still make a profit. (granted the reality is you wont get shot at very often). 

     

    Next up watch where you are mining.  You start mining an exotic 23 SU from a planet, people are generally going to show up and see whats out there. You got to an uncommon that is 150SU out people are not generally going to bother (not guaranteed as bored people will still check it out if nothing else is going on).  Also consider what planets you are mining on. Some have more PVPers then others. 

     

    You also have the safe zone (dont forget you can use the filter option to only sort threw asteroids that are in the safe zone). 

     

    Yes the PVP zone asteroids where put out there as a honey pot for PVPers, But it is not required, and the risk can be mitigated. You just have to weigh the risk vs reward for yourself. 

  10. On 2/3/2022 at 2:09 PM, blundertwink said:

    Slowboating is an antiquated mechanic that needs to go away. Space travel doesn't need to be instant, but any mechanic where players afk for hours is objectively horrible. 

     

    Beside being an obviously bad game mechanic, it's a waste of energy.

     

    Client and server both eating power to move a virtual ship slowly through space for hours (often as the player does something else) is not a wise use of electricity. 

     

    The only justification I've heard for this underlying idea is "realism", which isn't a very good reason for game design. 

    I always felt if I ever design a game it would have an I win button.  The player clicks it. and fireworks go off with a splash screen saying you won, and how great you are and how great a job you did then the credits would roll and the game over would come up. It would help that coddling that people seem to need these days. 

     

    Slowboating serves a couple things.  First it gets players into PVP area's and creates PVP. Second it creates an alternative method that anyone can use with the minimum requirement being space flight, No expenses.  And finally it creates value in warping (warping costs money, slowboating cost time)

     

    I would like to see a third travel option. I am thinking a gate network. Maybe 20SU out in the PVP zone. You still need to fly to it. but at the speed of warp you would fly to a gate 20 US in the PVP zone near the planet you want to fly to. Granted these choke points would be camped but it would add another element to the game. 

  11. Exactly why I left ARK. I was in the alpha tribe on an official PVP server. It got to the point where so much of the time was spent going from base to base to outpost to outpost to server to server to reset the decay timer on everything, less we loose allot of hardwork that we would have to do again.  It became a chore and I taped out. 

     

    I also know players who stepped away for a month or two because some new game came out. And they eventually came back, but all there stuff was gone so they did not stay. 

     

    What you propose is good for a server that is going to be around for a year or two and keep players grouped fairly close. AKA something like Rust.  But its not good for a game like DU, that is supposed to be long term. 

     

    There is only two things that should rid of material in the game. PVP and EVP. 

  12. Same size difference as everything else. A s is 2x2x2 xs, a m is 2x2x2, a l would be 2x2x2 m, so a xl would be 2x2x2 l.  However I would like to see long cores (ie 4x2x1) be brought in first or at the same time.

  13. X universe has a good system for this. Each station would have several parking area's. (Several s, m, l). When you want to land at a station you request docking permission. It gives you a weigh point to land at a specific pad. Once half of the pads are filled up the pad opens up and puts the ship into perm storage. When a player needs his ship again he can go to any open pads terminal of the correct size and request his ship be brought out of perm storage.

  14.  "random constructs from that organization will be abandoned until the organization is back in compliance with its slot capacity."

     

    Corp has X slots.  Random player donates a couple cores to the corp.  The corp is now at max slots.  Random  corp member decides he no longer wants to be part of that corp. Or wants his core slots back.  Now that corp is over by 25 slots.  The legates are on vacation for two weeks.  They come back and that nice tower the corp had, the one that was worth billions of quanta because of the resources and schematics sitting in it, got abandoned to be in compliance with the slot capacity. 

     

    This should never be a possibility.  It should not be random.  Or if it has to be random there should be a way to designate HQ ones that will never be part of the random. 

     

    Because of random nothing of value could ever be in an org. Its exploitable. 

  15. They have taken 2 steps to address the OP's issue. First was schematics. No longer can you produce everything you need in only a couple machines. Choices need to be made to invest in those schematics are buy the items. In many cases it is now cheaper to buy the item then to setup your own production chain.  And NQ is still getting push back to have them removed. 

     

    The second step they have taken is to limit ore types on planets. You will now need to have operations on 4 or 5 planets to get every type of ore. 

     

    And there is a third option they should consider. Right now there is no industry skills.  You only have refining, smelting, and intermediary products.  And to produce anything you will need all 3 of those skills. Once you have all 3  you will be able to produce anything.  There needs to be another set of skills that affect assembly machines.  And the tree needs to be basic, Uncommon, Advanced, rare, Exotic.  With basic having its own tree, with uncommon having its own tree, with advanced having its own tree........   That way a player can choose to focus on doing say uncommon. and max uncommon.  So all the uncommon things he produces will cost less.  This will not solve a player with 5 alts from being able to work on specializing in everything. but you will never be able to solve the alt from being able to do things like this. 

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