Jump to content

Anonymous

Alpha Team Vanguard
  • Posts

    350
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Anonymous got a reaction from 0something0 in Nuclear Weapons and Player Experience   
    No - the highlighting that an engine is just a bomb that has it's explosive output managed and harnessed ?
  2. Like
    Anonymous reacted to Kuritho in Nuclear Weapons and Player Experience   
    Let's state the facts:
    -Nukes make the bigger org even more heavily favoured in battles.
    -It could allow a smaller org to blow up an entire city with thousands hours of work (and yes, the argument that "they should've defended" is a bad one).
    -People will be turned off by the game if we have WMDs.
     
    Now, you guys think that Dual Universe is a hyper-realistic physics simulator. No, it's not. It's a game.
    If DU adds these, I'll create the Church of Atom. Of course, Novaquark is pretty smart so they'll never add nukes.
     
  3. Like
    Anonymous reacted to 0something0 in Nuclear Weapons and Player Experience   
    Scientific accuracy in my Dual Universe?
     
    It also is important to note, nukes also have a tendency to cause other nuclear powers to launch them at your country.  Of course, in DU, you can just respawn.
     
    [And using nuclear weapons for arbitrary reasons on arbitrary locations is] neither toxic, bad nor unwanted. If it stays ingame, everything is valid gameplay to get an edge over others. Can't kill their defense? [Nuke everything]. Can't compete with an org? [Nuke everything].
    Such gameplay creates content for everyone and isn't really toxic.
    Many eve players are already here (I'm one of them) but as said, DU is different and NQ will handle stuff differently from CCP
     
    One final thing to note: 
    Since you already talked about realism in nuclear weapons procurement, lets talk about some more realism.  
     
  4. Like
    Anonymous got a reaction from Sethroth in [Idea] Chempacks, Stimulants and all kind of Boosters   
    This ^^^^
     
    Also, if this ends up a thing in DU, come see me. First taste is free. ? I'll have what ails ya.
  5. Like
    Anonymous got a reaction from Jayplaygame in Stealth, Fog of War, ability to hide Territory hex claim.   
    Yeah, don't worry - I get you. Agree 100%. The only people who would be against the idea of... let's call it Hardcore Mode (if you think of FPS games)... are people who just enjoy ganking and griefing - people who want maximum reward for minimum effort.
     
    I don't want Carebears - Friendship is Magic, but I also want people to REALLY have to work for it if they are set on taking someone out or someone down.
     
    Personally I think that implemented with the right balance, what we will get is a stealth/detection arms race, which is only good over time as that sort of thing drives in game economies.
  6. Like
    Anonymous got a reaction from 0something0 in Nuclear Weapons and Player Experience   
    @0something0When I get my stock of Likes back today, you're getting one. I like you already - you think like I do.??
  7. Like
    Anonymous reacted to Oxyorum in Multi level Residence areas   
    This is an excellent idea. I would think, however, that if RDMS is going to be as extensive as we are being lead to believe, we could probably have the organization for the building, and have those who manage the building as the only actual members (all legates probably). Then, they can give roles to tenants and whoever else they want. This is all assuming that orgs can give temporary roles to people that are not members of the organization.
  8. Like
    Anonymous reacted to Jayplaygame in Stealth, Fog of War, ability to hide Territory hex claim.   
    Nice we made it to page 2. Well yeah, who knows what I'll do if I get the game. Maybe I will build underground. What I mean by all the focus is, people that are so against this thing from happening that they outright vote against it being implemented in the game because they want to have power over everyone, and not allow anyone to use a potentially amazing feature to be free of their "oppression". Lol.
  9. Like
    Anonymous reacted to Setzar in Stealth, Fog of War, ability to hide Territory hex claim.   
    This is very true.  Locks only keep an honest man honest.  If a thief wants your stuff badly enough, he's going to find a way to get it.
     
    Making yourself as small and unappealing target as possible goes a long way.  Then again, some folks enjoy the challenge of breaking security, not for gain, but for the thrill.
  10. Like
    Anonymous reacted to ShioriStein in Nuclear Weapons and Player Experience   
    @Anonymous
    Yes and do you know what keep people not to nuke each other right now in the world ? Public opinion, consequence so great ( everyone got nuke ), humanity (what you tell your people afterward ? You nuke million of innocent because some Oil ? ) And so glad because of that we dont have to witness Nuclear Judgement day ... for now.
     
    And DU is a game, all of the reason for holding using nuclear weapon will be non exit. IF something can, they will do it. I can imagine people nuke everything ... for fun of course or some reason.
  11. Like
    Anonymous got a reaction from Thrice Hapus in EVE Invasion   
    What's EVE?
     
    I know only of DU.
     
    Well, seriously - that's up to the community, not NovaQuark.
     
    I'll say that again. What happens with DU, EVE or no EVE, depends on the community.
     
    This game is persistent. IF we, as the Alpha and Beta Vanguards, and then first citizens (ie the 33,000 people signed up, and the forum lurkers etc) MANAGE OUR BUILDING AND GROWTH SUSTAINABLY (I felt that was important enough to all cap) and not all run off the explore the entire galaxy as soon as possible, and actually turn Alioth and surrounds into a really busy and active place which sees expansion beyond the system driven by population or resource pressures, AND we can keep Alioth as essentially the centre of civilisation where all commerce eventually flows, than this game can conceivably grow to a potentially unlimited, RP1 style playerbase because ANY game you have ever played, ANY setting (*within reason and your mileage may vary based on the ability of Voxelmancers and Lualocks) will be able to be conceivably be created over time.
     
    Literally - this game will be what we make it, and it's success will be dependent on what we make.
  12. Like
    Anonymous got a reaction from Setzar in Stealth, Fog of War, ability to hide Territory hex claim.   
    Because you seem interesting and you have nice stuff obviously, cause you live in a sekret base. Not like John Doe over there who looks like a schlub and lives in the shanty town next to the Ark. Why would I focus on him?
     
    The nail that stands up proudest is the first to be hammered
     
    (aka don't tell everyone your plans...)
  13. Like
    Anonymous got a reaction from Jayplaygame in EVE Invasion   
    What's EVE?
     
    I know only of DU.
     
    Well, seriously - that's up to the community, not NovaQuark.
     
    I'll say that again. What happens with DU, EVE or no EVE, depends on the community.
     
    This game is persistent. IF we, as the Alpha and Beta Vanguards, and then first citizens (ie the 33,000 people signed up, and the forum lurkers etc) MANAGE OUR BUILDING AND GROWTH SUSTAINABLY (I felt that was important enough to all cap) and not all run off the explore the entire galaxy as soon as possible, and actually turn Alioth and surrounds into a really busy and active place which sees expansion beyond the system driven by population or resource pressures, AND we can keep Alioth as essentially the centre of civilisation where all commerce eventually flows, than this game can conceivably grow to a potentially unlimited, RP1 style playerbase because ANY game you have ever played, ANY setting (*within reason and your mileage may vary based on the ability of Voxelmancers and Lualocks) will be able to be conceivably be created over time.
     
    Literally - this game will be what we make it, and it's success will be dependent on what we make.
  14. Like
    Anonymous reacted to Greenfox in [Idea] Chempacks, Stimulants and all kind of Boosters   
    ;3 I see an apsiring drug lord.
     
    But i hope this really gets some limelight. Potion type drugs are a stable for rpgs, but often ignored as valid means to enhance ones chracter and more delegate to being ... an way for lonewolfs to not need buffers/healers.
     
    Done right, this could be really fun and interesting.
  15. Like
    Anonymous reacted to Greenfox in [Idea] Chempacks, Stimulants and all kind of Boosters   
    Hello there,
     
    after talking this trough with someone we came to the conclusion that in a game with an RPG lock and fire PvP alot of things could be enhanced by "potion/drugs".
     
    The basic idea would be to enable players to craft a multitude of drugs, like chempacks/ stimulants or healing meds.
    One could implement a estensive crafting sheme for them too.
     
    If a Adrelanine Pack needs:
    -Water
    -Carbon
    -Energy
    -Some plant/herbs or adrelanine boosting chems from a chemical fabricator
     
    One could craft in some other ressources to change it's properties.
    Makeing an Berseker Adrelanine Potion, which gives a faster firerate but lessens accuarcy.
    Makeing an Focus Adrelanine Potion, which slows down firerate and increases accuracy.
    Etc.
     
    So with a small selection of these.
    We could costumize our character momentarily. Noteing that after their effective time is used up, an negative buff should be applied.
     
    What types of items would we need:
    - Stimpacks = Faster Movement / Better Accuracy, extrem slow debuff afterwards
    - Strength Boosts = More damage in melee, less accuracy.
    - Med Packs = Healing overtime, afterwards a slow negative heal debuff which cost 50% of the healed HP
    - Adrelanine Packs = Basic one gives better accuracy and will drop in accuracy afterwards
    - Pain Blockers = Reduction of possible knockbacks or "dizzy" animation locks fro things like stun weapons. Increases received damage.
     
    And whatever we can think of needed as basic version :3.
    Probably we should have a drug for each stat that we will have ingame, even mining speed or mining damage. This would ultimately be a kind of moneysink for larger corps/ orgs that do PvP.
    As they will want to customize their stats to a certain degree in battle, a demand for these would make a steady flow of resources to crafters and from them too the battlefields.
     
    Balanceing this might be a bit hard, so i would suggest that for every active drug effect. There's a chance that one will "breakdown" on a time counter.
    If you have 1 drug active, an random roll for each 10 second of 1% chance.
    If you have 5 drugs active, an random roll for each 10 seonds of 50% chance.
     
    When in a "breakdown" state, the postive effects will vanish and the negative effects will go into effect for double the normal duration.
    So pumping yourself full of drugs will be a last man standing type of scenario for the user. Not a "lets buff ourselfs and pwn some poor miners!".
     
     
    Ideas and critics are welcome.
     
     
  16. Like
    Anonymous reacted to Oxyorum in Multi level Residence areas   
    A skeleton to attach cores is not very practical. In my opinion, its redundant because any one of those cores could manage the whole building most likely.
     
    Why not have one core for the entire building, along with the rooms made with voxels and RDMS control for each room? I don't think that cores will have a limit to the amount of voxels/elements attached to them.
  17. Like
    Anonymous reacted to Lethys in Stealth, Fog of War, ability to hide Territory hex claim.   
    oh don't get me wrong - I'm all for stealth, camo and countermeasures (as explained in length) - but I don't think a simple "turn off my name/location" is the right way to do it.
    Cause EVERYONE would do it - if it's a "free" countermeasure. It wouldn't hurt pvp so much imho if it was done that way but it would hurt Bountyhunters - and probably would kill their whole profession
  18. Like
    Anonymous reacted to Jayplaygame in Stealth, Fog of War, ability to hide Territory hex claim.   
    Well yeah, Setzar has a point. Following someone back to their base is another way to find a hidden base. It also adds a bit of fun.
  19. Like
    Anonymous reacted to CoreVamore in Stealth, Fog of War, ability to hide Territory hex claim.   
    A thought.....  something from thousands of years ago.... yes you can build underground bases/bunkers, but when discovered, those same secret places become just one thing...... a grave.... ?
     
  20. Like
    Anonymous reacted to Jayplaygame in Stealth, Fog of War, ability to hide Territory hex claim.   
    Allow me to reiterate a bit. Everyone would have this ability, in real life if someone decided to put a bunker in the jungle of the amazon, it would be tough to find. Now scale that to a single planet in unexplored territory. There is a chance it would take a lifetime to discover such a thing, possibly more, assuming you have space travel, FTL, Stargates ect. My point is, months and years for this kind of thing are actually generous if you ask me. Of course it isn't going to be "ULTRA REALISTIC". But look at what the developers intend for space travel. Days to weeks to just the NEIGHBORING system using FTL travel. Look on the wiki. You can argue it might be shortened, but I doubt it. Imagine how long it will take to go say, 10 systems away from spawn. It will take months. Once again, it's not just flat out abusive. Large organizations will always be stronger then smaller ones, and of course players working on their own. I think it's only fair, depending on the size of your base, where you put it, whether you broadcast it or how big your territory should be a deciding factor in whether you're able to successfully hide.  None of this display HUD stuff where your ship discovers say, 90% of about everyone and everything on planet the second you enter orbit. This will help in balancing out some things.
     
    REGARDING the land rights thing CoreVamore brought up, I know that you think it should be made public but I'm sorry, it really shouldn't be unless you decide. The reason is that the only way to prevent players building in your area is to claim it with say, a territory unit. If somebody comes along say a month after I've built my base underground, completely obscure from the surface and claims the unclaimed territory above my underground base, I can't really do anything now can I. At the same time I don't want it to outright broadcast my location. That's the problem. Obviously large organizations are going to have tremendous firepower versus say, a single person, right? So why not give the extra option to anyone to take advantage of a fog of war system instead of getting completely obliterated by someone simply because they're bigger and better and there's no fog of war elements. Now I have no idea how this would be done, I just want there to be some kind of difficulty in finding a subterranean base that's kind of MEANT to be hidden while ALSO owning the land, so you know, someone doesn't snatch it from me while I'm offline or doing other things. So you see, there's probably not going to be a way to remain hidden while at the same time owning any territory.
     
     
     
     
  21. Like
    Anonymous reacted to Lethys in Stealth, Fog of War, ability to hide Territory hex claim.   
    Yeah, that's pretty bad gameplay mechanics right there. If they would do such a thing, everyone (including big Bad orgs) would abuse that system to just stay hidden. Only available to small orgs? Just split that huge org into smaller pieces via rdms and take full advantage of that stealth system. Just available to players without orgs? Why give them a huge advantage in a Dog eat dog world?
     
    What they COULD do is a fine tuning with scanning mechanics. Like thermal scans or radar waves. Hide your Base well with a special voxel made out of antithermium. Then ppl would need to use other means to scan for your base. Or craft your ship out of antiradarium and ppl won't bei able to detect you via radar. Whatever the mechanic - you have to balance it. There should not be a 100% safe solution which would take others years to find you. Days? Maybe. 100%? No.
     
     
  22. Like
    Anonymous reacted to Jayplaygame in Stealth, Fog of War, ability to hide Territory hex claim.   
    Not quite sure if it's implemented or planning to be implemented. After a very lengthy conversation with 1 or 2 discord moderators on "duscussion", I was suggested to come here and make my case. I hope the developers read and see this naturally, as it is intended for them. I understand you have a big game to make, a lot of issues and players to address but please hear me out.
     
    From what I hear and see, I'm already beginning to love the idea of your game. All the little things matter, and can make all the difference in the world, especially when it comes to a game.
    Now, judging by the title you probably already know what I'd like. Stealth. More of a focus on hiding assets on planets, territory units or hex claims whatever they may be from detection other then visually seeing them with the naked eye from a short distance. My intent is to use the games freedom (hopefully) to build underground, while using the cover of a subterranean base and operation to remain hidden from detection or being sighted by potential hostiles. Please make this possible. There should be an option to decide whether you want to broadcast your position or not to other players, I myself, someone who isn't too keen on joining a large faction would like to be able to remain invisible in such a large universe. For example, I don't want a player to be pinged the exact location of that 1 hex I have claimed on a giant planet the second they enter orbit. Please support the players that want to lone-wolf it. Please, this is one of the key steps in doing so. I want other players to have to work for it, make an extremely lengthy and detailed survey of the planet like real life in which would take months to years to find me and my base if they really wanted to. You have to take that into consideration, it's not overpowered and it's not unfair. It's just reality. There's going to be thousands of other players. Why does one or a small group of them hiding matter? Why limit that for them or anyone?? Knowing where everything is at anyone time is a silly thing to have be the case. This is a unique request I'm sure, I just don't want to see the enemy from a million miles away, nor them me. I feel that takes the fun of surprise attacks, stealth or hiding away. The concept of stealth I'm proposing can ALSO be used for space stations, secret asteroid bases in asteroid fields (if you intend on having asteroid fields) as well as naturally underground bases like I originally suggested. If players want to be found, then there let that be their choice. There should be "beacon" objects that ping a title and a symbol of what belongs to what that is fully customization to the players specifications, or perhaps a radio signal with a pre recorded audio voice. Who knows.
     
    Thank you, and please reply.
  23. Like
    Anonymous reacted to CoreVamore in Stealth, Fog of War, ability to hide Territory hex claim.   
    In principle I have nothing against the ability to hide things, or put in dampening fields to hide the electro magnetic signature of electronics and machines. However I also think that doing so should have a penalty, for example when the dampening field is on then you cant trade in the nearby market, or communicate with people/machines outside of the field - after all you are trying to be stealthy and comms gives away your position.
     
    Note: You already have the ability to build underground bases, so that ability is already there.
     
    Secondly, to be really stealthy, you would not have a base force shield,  to do so would advertise the fact that you are there. If you have either the force field going you should be able to be seen from space when someone first enters orbit.
     
    As far a beacon objects, nopes. If you set down a territory unit that identifies you as the owner of that land - think of it as a land deed, or mining rights deed etc. People will know you are there simply because they can quickly, electronically, look up who owns what from the 'planetary land register'. So to be truly stealthy you just dig a base without any territory unit - with all the risks that go with doing that......
     
    Keep in mind that territory units generally will be to expensive for solo players to purchase, land ownership will generally be a group thing
     
     
    As far as PvP I believe there should be some form of anonymity and potential cloaking - but only up to the point that base sensors, and/or players see you - then your name bubble etc should be shown. (There are many threads on this subject - the search tool above is your friend   )
     
    So, for the most part, you can already do 80% of what you want in DU as it is
     
     
    Cheers
     
    CoreVamore
     
     
     
  24. Like
    Anonymous reacted to Lethys in EVE Invasion   
    those examples you gave there are neither toxic, bad nor unwanted. If it stays ingame, everything is valid gameplay to get an edge over others. Can't kill their defense? Burn that alt you left in that org to deactivate them. Can't compete with an org? Infiltrate them and steal everything they got.
    Such gameplay creates content for everyone and isn't really toxic.
    Many eve players are already here (I'm one of them) but as said, DU is different and NQ will handle stuff differently from CCP
  25. Like
    Anonymous reacted to TheMasterArchitect in [Non-Canon] Tales from Tortuga - Episode 3 released   
    Would be a great city for all.
×
×
  • Create New...