Jump to content

HamyMac

Member
  • Posts

    33
  • Joined

  • Last visited

Reputation Activity

  1. Like
    HamyMac reacted to Verliezer in Change all Voxel feature would be nice   
    How nice would it be in repainting builds (or experimenting with colors) when you can select and just replace all voxels of a certain type/color with another voxel type/color?
  2. Like
    HamyMac reacted to Carnegie in Loss of unclaimed ships at markets will alienate old timers forever   
    One thing to remember is that all people are not equal in the  creativity and perseverance to make massive beautiful ships.  To draw more future players, the artistry that these folks have created is golden.  I showed my 14-year old son what can be done in Dual Universe and he got interested in joining the game. He doesn't get the draw of industry yet or PvP, but he can see what is possible.
     
    However, once people who have drifted away from the game with the possibility of returning someday see that their hard work of months was claimed by some one who happened to wander by... well the DU ecosystem will have lost a shining beacon of creativity forever.
     
    Please, please @NQ devs ... send some emails or at least somehow get in touch with the owners of these ships. Extend the initial deadline to more than 7 days. Everything in this world runs on a 30-day notice, so imagine the shock of losing so much work just because real life got a bit crazy for a little while. Next round of notices can be 7 days, but not the first!

    Not nice NQ.
  3. Like
    HamyMac got a reaction from Kurosawa in Cores and Constructs   
    I'm not trying to be weird or anything, but, are things starting to get bogged down in 'limitation'? First, it's Territories, now it's Cores. 
     
    Just spitballing, but... 
    How hard would it be to remove static cores altogether and handle the Territory Unit itself as the Core for all static constructions on it?
    'Tagging' honeycomb as generically 'static' (honeycomb that is not attached to a Dynamic or a Space core)  would remove the issue of having to add cores to expand a base on a Territory and release the 'player tension' related to core limitations.
    If the actual limitation on constructions is really how much honeycomb you can stack on top of itself to make buildings, then you can remove the core limitations for ground constructs. 
     
    For Mining Units and other (possible future) deployables, you could have a Deployable Core that can be placed as a temporary structure on Terrirtories a player wants use but not build a base on. A Deployable Core would preclude any further building on that Territory. 
    On claiming a Territory, player could have to declare the nature of the claim by identifying it as an HQ Territory (of  the 5 permitted) of which the equivalent of an L Core area must be built on in order to substantiate the claim or as an Outpost Territory at a lower rate of rental on which only a Deployablle Core (smaller than an L Core) can be placed and no unattached honeycomb building can be constructed on that Terrritory. This way, you can build anywhere across your own HQ territories regardless, but if you wish to mine or place a temporary pvp outpost you can only have that single Deployable Core on that Territory. Thus the nature of the Territory defines what you can buld on it. Additional Territories could be claimed as Subsidiary Territory in the name of the player or Org. 
     
    Sub-Plot:
    If planet based pvp ever comes into play, then the Territory Unit itself could be the 'Capture the Flag' objective, rather than repetitive core destruction (as in space combat) and a Land Grab objective could be determined by the aggressive deconstruction with weapons of any constructs on the Territory or by taking possession of them with an area-defined, time-limited Battle Unit that asserts conquest from the aggressor that must then be neutralized by the defender or must time-out in order for the defender to repossess their property... perhaps it should take the placing of ten Battle Units to control a whole Territory so an aggressor has to decide on the amount of firepower to bring to the battle and whether they want to posess or demolish the Territory and its assets and a defender has to decide which assets require the most protection.   
     
    Dev Blog Constructs
  4. Like
    HamyMac reacted to OrionSteed in I know it's atmospheric, but...   
    At first I thought it was homage to all the 4:20 friendlies around Freeport, but...I agree it needs to be toned down a bit.
  5. Like
    HamyMac reacted to GraXXoR in I know it's atmospheric, but...   
    On Madis, if you go below about 800m the mist gets so thick it obscures the far end of a Large core constructs at night. like walking around Tangshan in China or Delhi in India. 
  6. Like
    HamyMac reacted to RugesV in I know it's atmospheric, but...   
    I kinda like the fog, just not every day.  I would even be willing to go with some heavier fog days if we could get some no fog days. Right now if you want to take any screenshots you have to wait for magic hour (the 20 minutes when the sun goes down but it is still light outside and the fog is gone). 
  7. Like
    HamyMac got a reaction from OrionSteed in I know it's atmospheric, but...   
    ... could we have a little less mist over Teoma please. there isn't a day without it and worse than that, things keep appearing in my flight past with less than five seconds to change courrse,,, 
    Perhaps three or four sunny days a week... or just a little more general visibility would be nice... it is bginning to seem like the planet of eternal darkness... or England! 
  8. Like
    HamyMac got a reaction from Iamhole in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    That's all great.
    If you don't choose to generate rocks below the MUs, could we plase have a waypoint system that allows for setting half a dozen waypoints so we don't have to return to base for each new rock deposit. Actually, a waypoint system would be bloody brilliant anyway.. I find I am always opening and closing the map... the ability to choose and set a small route across half a dozen markets, MUs or player bases would be a real benefit.
      
    Oh... and please, please, please could we have a small green dot on the minimap that permanently locates the direction of your active ship when you're away from it?  
  9. Like
    HamyMac got a reaction from Messaline in I know it's atmospheric, but...   
    ... could we have a little less mist over Teoma please. there isn't a day without it and worse than that, things keep appearing in my flight past with less than five seconds to change courrse,,, 
    Perhaps three or four sunny days a week... or just a little more general visibility would be nice... it is bginning to seem like the planet of eternal darkness... or England! 
  10. Like
    HamyMac reacted to GraXXoR in Small fixes that would improve the DU experience immediately.   
    Cue the old trope:
    —brrrrrrng brrrnnng.
    ”yes? Uh huh… ok… bye now.”
    —click
        “Who was it?”
    “It was the 90s. Apparently they want all their modal dialogue boxes back.”
  11. Like
    HamyMac reacted to GraXXoR in Small fixes that would improve the DU experience immediately.   
    More than different sizes, I would prefer an elevator to be able to reach from any corner of an L cube to the opposite corner without having to use 4 elevators in total.
    64M is just too short.

    Moreover, I wish they would let us link elevators BETWEEN CORES.
  12. Like
  13. Like
    HamyMac got a reaction from GraXXoR in Small fixes that would improve the DU experience immediately.   
    Oh... and can we for god's sake please have S,M and L Elevators?!
     
  14. Like
    HamyMac got a reaction from GraXXoR in Small fixes that would improve the DU experience immediately.   
    Appreciated, Deleted...  Ty for the scan tip. 
  15. Like
    HamyMac reacted to CptLoRes in Small fixes that would improve the DU experience immediately.   
    One word, information.
     
    There are so many subsystems in this game. Crafting, trading, markets, tile scans, tiles, constructs, talents, MU's etc. And they are all their own master, with completely different interfaces and ways of presenting information. Take for example the MU's where you have to run around like a headless chicken directly interfacing with each and every MU separately just to check their status. That makes no sense what so ever in a sci-fi setting.
     
    So what we need is a simple and straightforwards way of gathering all this information from different systems in one place, so that we can compare and strategize.
  16. Like
    HamyMac reacted to GraXXoR in Small fixes that would improve the DU experience immediately.   
    1) You can already see the hexes you've scanned by linking to the container with the saved scan data in it, making it your active container and selecting the container from the dropdown menu bottom left of the map. 
     
    this is a chore though, so it would be better if we could see these map results from the scanner itself, too, without having to mess around with containers and links and stuff. 

    Yes, colour coding the hexes for each tier is a nice idea or otherwise ranking or filtering based on chosen criteria like you can currently do with container contents. 
     
    2) yes, a bespoke scanning proficiency skill applicable to the territory scanner would be nice. 
     
    3) I would go further to add a click box to filter out all bots sales and purchase orders from search results with a single click. 

    I also want a “what’s cheap here” browse feature that only lists products being sold at lower prices compared to other places. Say, within the cheapest 10% of all listings or something like that. 
    sometimes I just want to browse and see what’s on offer after showboating for three hours. 
     
    Finally, I would like the search box to actually use “AND” logic between search terms rather than 1980’s style literal string search so that

    pan black alu 
             or
    alu panel bla

    return the expected results rather than having to remember EXACTLY what the product is named. 
     
    but these are band aids. Because really, player market terminals linked to the central database are what’s actually needed. 
     
    and for THOSE I’d be willing to pay a rental tax. 
  17. Like
    HamyMac got a reaction from Hirnsausen in Market to Market teleport...   
    Does anyone think it a good idea to be able to teleport from market to market (on planet) to pick up small items to inventory and teleport back? 
  18. Like
    HamyMac reacted to Uajrh1 in Error 27   
    You have to wait for it to fully restart. Everyone gets error 27 you just need to be patient.
×
×
  • Create New...