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Lethys

Alpha Tester
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Everything posted by Lethys

  1. You obviously didn't understood my post if you think that I live in a dream where I trust players because they're fair to each other..... Yes you need to trust and it will be used - maybe not so often by strangers but within an alliance/org. I just can't see a problem there. Besides the fact that NO ONE will make a delivery contract for valuable goods. And guess what: capitalism saves your money here. Because if no truckers will accept low paid jobs because the risk is too high then they will simply only do high reward contracts or none at all. In both cases the big org/alliance will need to consider if it's still viable to give those transportation jobs to outsiders or if they do it themselves. Supply and demand will take care of that. And instead of tossing useless RL examples I will give you one of a working, player made, sandbox marketplace: EVE. The vast majority of contracts there are used to either 1) give something to your corp/alliance (incl. things to transport somewhere) 2) sell ships with modules or any other good that can't be sold on the market 3) Scams There are very few people who use that system for delivery contracts with strangers. Why? Because it can be abused easily and it doesn't really matter what you do - it's always abuseable. Your "only two people can open that container" idea is still just bad because it's against EVERYTHING a sandbox/open world/MMO/Emergent gameplay game stands for.
  2. so no info for the folks who can't attend and don't want to read through 1500 posts on discord which don't make sense because you likely use voice no interest then at all in acs
  3. I think the terraforming idea is a good one, but we don't need it yet. You don't need some sort of scan to do that - If someone wants an "ugly" spot to vanish they are already able to go there and fill it up - you only need some textures/trees/grass/whatever to cover that brown mud. That's really all you need. If you don't have the right to do that (because it's not in your TCU radius) - tough luck, you have to live with it. Or start a war and conquer that neighbouring TCU ....
  4. I will watch the video once it's on youtube or when I get home - thanks for the write-up void! It's nice that everyone who sees the game now live is excited - that's a good sign.
  5. exactly - that's gameplay. Don't assume that DU will organize everything for you - do it yourself. This is no standard mmo with generic and completely safe mechanics. I expect them to use a system like in eve: set that contract up, get collateral, wait for delivery, pay the trucker and give him collateral back - so far it's all system based. now to the fun part: emergent gameplay (it never gets odd to mention that one) the trucker then has to calculate risk/reward, hire guns, do whatever he needs to do to deliver that cargo. That's part of your job. Will there be an intelligence network for truckers? If someone starts and runs it - why not, do it. Will they know who to avoid and who will most likely rob them? possibly - find it out yourself, talk to other truckers, make a discord or whatever. Game mechanics (and the vision NQ has for the game) are there for a reason - understand them and USE them. No one hinders you to do the EXACT same thing as a pirate (intelligence, bribing, hiring,...) with one difference: you defend yourself with that. The pirate doesn't have any advantage - and you shoudln't either
  6. Well ofc - the purpose of Alpha is ONLY to help the devs. There is no need for shenanigans, org haters and such - that's NOT what Alpha is meant for. Nearly the same thing with beta, but there you can dig into all game mechanics and come up with some plans for release. NO, you DON'T keep your skills from alpha or beta. EVERYTHING gets wiped. What do you think R&D is like? In a sandbox and MMO like this R&D is ONLY about mechanics. Because there is NOTHING else to develop.... A R&D department can focus on - how to get to certain skills/ships/elements in the game with the least effort and time (basically spreadsheets) - how to use certain game mechanics (for example if ramming is a thing - how to use that effectively) - what kind of weapons are in game and how do they work (can a large turret hit a small fighter? how? why? is tracking a thing? what formula defines tracking?) - how to build a bunker/base with maximum defenses (what elements are ingame and how to use them to their max - where to place turrets. And no, the most obvious and logical spot for turrets may not be the best one) - how to build effective ships (layers of armor, shields, where to place engines, weapons,...) - LUA scripts (efficient and well working scripts) - perhaps it's possible (later?) to develop blueprints - to make them more efficient/less consuming/whatever THAT is R&D and it's only about game mechanics
  7. You see Archonius, you just killed an entire branch of the game. If such a container would exist and no other player could open it then everyone would use that and pirates are screwed. Cause as far as we know salvaging is not yet adressed - no profit at all. P.s.: one simple solution to this: drop chance
  8. Nearly. You forgot to mention that it's you who robs the transporter ofc to get your goods back. Then it's a win-win. For you at least
  9. Do whatever you think is neccessary and good - explore game mechanics and invent new stuff (= R&D).
  10. While Apoapsis and Periapsis won't have their true meaning in DU I truly believe they should name those points that way (and perhaps lagrange points too) just for immersions sake. I don't know how those procedurally generated systems are calculated and if it is known beforehand how that system looks like (maybe someone more capable than me can elaborate on this) - so some "entry points" would be nice to have. Be it either a probe which has to scan the system beforehand, or some points in space (apo- and periapsis, lagrange points) or even the rim of a new system to start your exploration.
  11. as ATM said basically; I doubt there will be conveyor belts or something to transport goods for long distances since it will kill the need for players to do that. Maybe small networks could exist (from some kind of inventory system to your fabricator), but I'm convinced that no planet spanning, automatic systems will be in the game. afaik there is no screen of the inventory yet.
  12. Welcome to the community and gl with that org of yours. Perhaps you can flesh out that goverment structure a bit more
  13. True, but that would lead to abuse because the vast majority wouldn't actually use those scans for repairing some random damage to the environment but to find cracks and 'unnatural' holes in order to find carefully hidden bases. And on a sidenote: yes I think those bases should be scan-able but through other means, like using thermo, gravimetric or em scans while the owner can hide it with appropriate countermeasures. He can't do anything against those scans you suggested.
  14. To me it's only low priority because you can fill up holes already. Yeah it's probably not that beatiful but IDC much. "Ugly" is subjective so can't argue with that.... If it doesn't stress the server and doesn't take away precious devtime - why not. But first things first, and beauty comes second. Problem with those algorithms: Will it delete your underground base which you had carefully hidden in some small hole behind a rock?
  15. I would love this happening, even without consequences (like temperatures and the like) - it adds immersion and diversity
  16. You have to kill yourself in 2 out of 8 occasions. Tbh: I have no idea
  17. I'd like to see two sets of attributes: - Primary: those define your progression in skilltraining and affect time. I like the idea of fixed attributes here, to diversify the characters. But we have to consider one thing: players change and maybe the military appealed to you at first but after one year you are all into trading and building. So I think one or two changes should be possible. - secondary: those will give you a bonus to whatever you do. Dexterity to move faster or aim better, intelligence to shoot farther or anything like that - you get the idea. That way you would diversify every character further and it would add a whole lot more to immersion
  18. Can't remember properly and if there were eggs but maybe he's referring to the film
  19. I really don't know why to build such a breeding facility as the op suggested but if he wants to, why not. I like the lab idea though, this would be awesome. Industrial espionage ftw
  20. In alpha? Yes In beta? Probably At release? No. Cause you know, I and many others will only care for their friends and not so much about strangers
  21. Mine resources, build a 3d fabricator and refinery, refine resources and build elements for the ship. Then build the ship. How not to feel stranded: take friends with you. Or a volleyball
  22. Actually: more people - more pirates. Easier to hide with lots of traffic. Plus: more targets who tthink they're safe
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