Jump to content

Lethys

Alpha Tester
  • Posts

    5686
  • Joined

  • Last visited

Everything posted by Lethys

  1. If nq is at it they can delete all those "customers" too, all fake
  2. That video really tells us a lot more: - inventory - iron, copper, silicon, gold as base materials - duralumin and the like as advanced materials - atmospheric/space engines and adjusters - fuel tanks Liked it
  3. Well as already said: killing stresses the rez nodes so it can be viable to kill them. Depending on where their staging area is located, your intention and the possible loot on their bodies. Or take them hostage with a singing ransom for the lols
  4. The books are great too, never forget Reach o7
  5. If it's even possible I would build two connected ones to invade other planets fast from a safe point in space - and many other things I have in mind but won't share with you
  6. My view on this: You can already dump material (as shown several times) and then smooth it (January video). Yes those patches would be brown at the moment, but for release its enough imho. It's no top priority to me and I think there are way more important things to handle now. Besides: I don't support some random mechanic that fills up such patches (weathering would be cool though) but I honestly believe that if those holes/monuments offend you, PLAYERS should undo them, not some mechanic. Make a Greenpeace org and dedicate yourself to that, if you can even manipulate the ground there because of TCUs and RDMS
  7. Shoot them. Every kill counts
  8. https://community.dualthegame.com/pledge Under "Access Dual Universe" "After the Official Release, you won’t have to buy the game itself. A "free to try" limited access will be available (the specific limits are still under discussion). There after full game experience will be available for around $10-$13/month or €10-€13/month, depending on the country. Players will also be able to play for free by activating a 30-day time coupon called a Dual Access Coupon (DAC) these can be purchased through in-game markets. DACs can also be bought directly from Novaquark at an at-launch price of $18/€18."
  9. This game is subscription based (~13€ per month). So if you buy that package (Iron) and the game releases it looks like this: - You pay ~13€ per month and you have 2 DACs in your inventory - After 6 months you decide to use a DAC for whatever reason - Your subsription for that month stops (you don't pay anything for that month) and that 1 DAC is consumed (and thus vanish from your inventory) - After that 1 Month your subscription starts again and you pay 13€ per month again - You have 1 DAC left and either you use it or you sell it So, in fact, if you make enough ingame money and other people sell their DACs, you can buy them with ingame currency (Quanta) and play for free
  10. I assume you are an Iron Founder. With your Iron package, you get 2 DACs. Those are in-game items similar to PLEX (from EVE). You can either sell them to other players for in-game money or you can use them to extend your subscription for 1 month. So 1 DAC = 1 month of gametime.
  11. ? no AVA/CVC? No testing of pvp? No testing of guns? When it will be implemented then?
  12. "How do you protect intellectual property (in-game)?" As Aesras pointed out, blueprints will be protected anyway. And for any other idea (considering R&D is only about game mechanics): you just can't protect those. Especially not in a large organization. If your R&D department figured out how to effectively kill a shield bubble with 5 ships, I assure you that after a week everyone will know because either of leaks in your org or because you gave away the "secret" by yourself in attacking 10 shields. Such "ideas" can't be protected but have one benefit: reputation. "How could a large org R&D department promote innovation, by investing in small groups and offer salaries, or search for single achievements and offer a single compensating payment or commission percent? How do you put a value on, or bargain for someones idea or mind?" Coming from eve online and as a very interested player in game mechanics this is what happend in eve: We had a weekly fleet-op on singularity (test server) and just tried all kinds of different things there (different e-war modules applied to each other, tactics, maneuvers, pipebombing (watch it on YT - really cool), grid mechanics ...) and tried to figure out the underlying formula for hitting, tracking, evading and so on. After weeks and months we had a rough idea of what was going on and started to develop new tactics, using those mechanics. So this kind of thing will be in DU as well. Trial and error, figuring out formulas to calculate hit chances with excel, understanding shield mechanics and how to use them in a fight, using server ping/latency to do stuff, .... You'd need guys who dig deep into the mechanics and have an understanding of how game engines/physics engine work for your R&D team and who always pay attention to what they are doing and why this happend. To me, R&D is no special department because no one I know wants to just run around all day and try to break things or figure out game mechanics. It's somewhat fluid and interested players can and will break the game to figure out the mechanics, but they will do that while doing other stuff (like trading, fighting, flying,...). It's up to you if you pay them or not but to bring that example from eve again: I got everything I wanted from my corp on the live server because in a sandbox mmo with all the different meta, the only thing that can give you an edge over others is a better understanding how to use game mechanics to their maximum efficiency.
  13. If more people pledge it will be part of release (most likely earlier to test it)....
  14. Never said there shouldn't be any system - quote it or it didn't happen What you described is the EVE system as I said already two times - so you got two choices here - OPTION A: just take the eve system - OPTION B: NQ invents something new
  15. @Zamarus: he describes EXACTLY what Eve does - collateral. Only with more prerequisitions (like ship value). But in fact it's the exact same system. As I said earlier - that's not a new system and it's even worse than in eve
  16. To add to the chat system: they look into maybe implementing antennas for that, as possibly described in twerks idea thread. But jc didn't seem too excited about it
  17. My guess: on moveable cores it's impossible, on static ones it's still possible
  18. Hard to read your post and possibly I don't understand you at all but what you described is basically the eve system.....
  19. Ok what I gather from this is: when you implement that "insurance" (I assume you mean that "container can't be opend" idea) then no one would do it without it - because it's not safe and you can be scammed while not using this "insurance". It's not a good idea to let the deliverer decide on that, obviously. So deliveries will pay out less. Then you'd need a extremly expensive ship (as required by the contract). If you lose that ship on that run to pirates - you're screwed. So your system - pays very little (because of the "insurance") - is abusable (because of the container no one can see through) - requires players to ALWAYS take a high risk (because of the expensive ships) This will lead to: -Less contracts for protection -Less activity in-game (trade routes) -Less targets for pirates -Less communication -Less other activities connected with deliveries So perhaps just wait on NQs answer to this, because this is going in circles
  20. If I don't see the price but my Intel says its valuable - go for it. If I see the price and want to annoy my employee - go for it If I see the price and compare it to my ship - DON'T go for it. If, in your example, you see the price then there is no need for a spy network, no need for intel, no need for emergent gameplay. Then it's simple math. Besides the fact that such a "price tag required by your ship" is simply put a collateral. If you don't see the price, then it's at least a gamble - and people will take it
  21. well ofc.... humans are greedy and if they think it's worth it, they go for it. You don't make 100% your money with 100% your chances. You make 80% of your money with 20% of the decisions - so 80% of the time you lose money. Who cares as long as you make money in the long run. So yes, EVERY system can be abused and there are many people working on solutions (ask the guys and girls at CCP....) and NO ONE was able to find a good, suitable, non-abusable solution for this - and you won't find one either. Because imho there is none. So either you trust the deliverer or you don't. But there will be no system or mechanic in place which prevents abuse
  22. How to abuse that (Idea in 5min): 1. only let very valuable or cheap vessels transport it (depending on the meta/org and what ships are employed mostly) 2. destroy the delivering ship 3. take the cargo 4. profit Once again, this Idea took 5 min, so I didn't thought about specifications: - deliverer is still be able to steal the cargo - If your intel is good, you know what's inside (watch people around you, derive from intel about that guy/org what he's about to build, ...) - if cheap ships are the meta, just kill that ship and take the loot - if expensive ships are the meta and you're certain that those goods are valuable - you can still make profit in destroying your ships in 50% of the time And btw: use alts
×
×
  • Create New...