Jump to content

sellene

Member
  • Posts

    3
  • Joined

  • Last visited

sellene's Achievements

Newbie

Newbie (1/14)

2

Reputation

  1. @Palad1n Yeah, my main concern is the ore depleting to quickly on planets, but I think I'm mistaken. I agree with making it a function, and also you gave me an Idea. Imagine being able to create warp pods, that only carry you without items to a warp beacon. It could use way less warp cells than a ship, but the vessel is also consumed on usage.
  2. Thank you @Zamiel7 for your response. Yeah, I figured I might not be aware of some things since I'm very new to the game. Didn't know that, thank you for the info. But I still think that make more more unpredictable would be a good thing, since it encourages exploration and making mining a bit more rewarding. I agree with your point, but I'll have to check how high tier ores are distributed in a tile, because the approach I've mentioned of going to the center and down to check for them would still be faster for checking for T3+ ores than the scanners. If ores become more unpredictable the scanner value would be even better and manual searching would take longer. One question here, is the scanner max range 400m of radius or diameter? What do you think about this? On the rest I agree with you, thank you for letting me know that most my concerns are already being planned for.
  3. So I've been playing DU for about two weeks now and I would like to live my feedback since its still beta. Overall the game has huge potential, but some concepts needs some good amount of work and planning. I want to point out some topics that in my opinion would greatly improve the game. Remove predictability of ores in planets. As of now the community mapped out, which ore is in which planet at what depth range. That leads to safe zone Moons been mined out of higher tier ores. That makes will eventually make it even less fun for players that come along later, they will be mining only T1 ores. The force respawn needs to have a cooldown mechanic. It is a thing that help makes mining less boring but helps players scan the areas too quickly because of topic above, I went to Madis Moon 1 yesterday to look for petalite and the scadium ore, I started using the scanners, brought 3 with me so I can scan 3 tiles at once. I realized that is faster to go to about the center of each of the tiles and dig straight down until desired depth and respawn on the ship. But to my surprise people already did that, no matter where I went, the whole Moon was mined, after 3 hours of searching I found 1 tile with 5000 L of petalite. Scanners are useful only when there is a possibility of untouched areas, but as stated above, it doesn't make sense for players that join later to use them on safe zones planets for instance because it will be mined out. Ore depletion and extraction control. To slow down orgs and give solos a better chance and make resources take longer to deplet. As you will see bellow, orgs will still benefic greatly from having multiple players, its just not as unbound as it is right now. Make a mining territory unit, that would allow only the owner to extract ore from 3 tiles connected to where placed for X amount a time, (lets say 1 hour). Scanners can be used without it but would take longer (20-30 mins). It would take Y amount of time (10 min) to claim that land for that X amount of time, but once the process starts it would show on the map for everyone. After the land is claimed for mining, the owner can only claim another after the claimed timed plus a V amount of cooldown (maybe 30 min). The temporary claim process can be cancelled in the first Z minutes (lets say 2 mins) without penalties but after that it triggers the cooldown. Add player and org controlled ways of marking the tiles, right now we have bookmarks but its not visual enough, too hard to determined where have you been. For orgs, make players have to send reports for locations (maybe the scan results) so the org liders can add to an Org view of the map. This later could be one of the player driven missions, to pay outside org players to scan tiles for them. The ship building needs an overhaul mainly because of PVP purposes, but for more immersion too. Voxels should be required to connect parts. Voxels should obstruct engine and such. Wings should required a bigger spacing, to avoid wing spam. Wings flow check should be consider from the entire piece not just a point (people are covering them using voxelmancy) Voxels need to be made much stronger so it isnt just a game of hitkills. Maybe add shields and reflectors? The PVP system - If is going to be tab targeting I suggest allowing the pilot to control some guns of his ship, not all. each gunner seat to control some guns not all. greatly reduce the damage the guns are doing, but also make ships reduce speed when hit and when firing. Maybe add a mouse minigame to help increase accuracy and select target. Something like aiming and calibrating the gun. Thank you guys for reading it, hope DU continues to improve.
×
×
  • Create New...