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Lethys

Alpha Tester
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Everything posted by Lethys

  1. Since I got no answer the first time, I ask again because maybe I missed something (as already said): How do they plan to implement BP production? No assumptions please, a link is enough. I really don't know and the answer may render either your argument useless or mine. And yes, if I could I would clone myself to hear me talk all day
  2. I don't know how they will tackle the problem of huge alliances building huge ships very fast and just overrun everyone else. ¯\_(ツ)_/¯ To me, this is a balance problem with builders. But then again I'm a special snowflake
  3. Yup, he wants it to build the ship - as he said - so he doesn't have to count tiles. I perfectly understand that. I'm fine with, as suggested by mrjacobean, with some kind of translucent figure or even a solid 1x1x500 tiles plate for example. I'm just against some tools which allow players to quickly build huge constructs. Large ships, bases, cities and the like SHOULD take a while to build. It SHOULD be hard to master those things, it SHOULD take manpower and organization. I can tell you now what will happen if this would be implemented: - gather/buy resources to construct your 1km ship - build a box with 100x100x1000m in 5secs - slap some engines onto it, distribute weapons, cockpit and essential elements - wreck havoc Guess what happens in an org with 2000 members - they just build 400 of those real quick and overrun everyone. Yes I know this is exaggerated and won't likely happen. Point is, we don't know yet how blueprints are handled (please give a link if I missed anything): - Will it be like "buy blueprint, you see what ore/material you need, gather that and just build it automatically in a 3D printer" (like eve) - Or will that BP just give you a translucent overlay in-game and you have to build it by hand? Depending how ships are constructed from blueprints, you have to balance the process in order to - hamper big nations to build massive, blocky ships en masse - encourage players to try build something big and achieve that in a reasonable amount of time - prohibit the need of building a ship twice, which would just be annoying (like building it for a blueprint and then you have to construct every block by hand again from that blueprint) IMHO this topic involves more that just "it would be nice to have a mechanic where I can build a cube within seconds because I want to build stuff". You have to look at every aspect here which involves PVP, competing players, huge alliances, player behaviour, balancing mechanics and much more
  4. Well if you can't play the alpha because you have a Radeon HD6850....not the problem of devs. If you buy into a game via kickstarter to be able to play the alpha you better have at least a gtx970. confirmed ores: coal, copper, aluminium, tin, iron, zinc, gold....looks like normal ore so far. Does that mean we could get duralumin? who knows - exciting times
  5. Read -> think -> reread -> post Look around a bit on the community portal, there you will find some orgs for yourself if the pms sent to you don't appeal
  6. I kind of disagree - surprise, surprise Yes it should be made....easy is the wrong term....let's say convenient. Mirror mode, creating beams of certain lengths (as proposed but not as long as you want), maybe even a copy/paste thing - all good if done right. What I'm against is a kind of creative mode (not as you thought I mean no resource cost) in the sense of: instantly create the whole (even rough) shape of the ship. This should be actual work. The hard part about building a ship is not the sketch, the hard part is actually really placing the voxels in the right position in order to get a wonderful design. Just look at those awesome SE designs: each one of them is special because of carefully placed elements which work together perfectly. THAT'S the hard part. Everyone can sketch a ship which looks more or less great with all necessary stuff in it, but only true masters (those who know how to exactly place those voxels) can construct a ship which is in perfect balance of volume, intelligent design and usefulness
  7. As always: +1 and keep the good work going. Happy holidays, you deserve it
  8. As mentioned over there https://board.dualthegame.com/index.php?/topic/10592-so-any-updates/ NQ has plenty to do with the kickstarter aftermath, no need to worry if your pledge level isn't yet linked with your forum account
  9. That could be a work-around, but as Twerk pointed out this still increases the overall hp of the array by many orders of magnitude. I particular like your idea of increasing mass detection by 25%: you can make your antenna more durable to attacks, but risk a battlecruiser going unnoticed. Problem with this though: we don't know yet how shields work. (for reference: https://board.dualthegame.com/index.php?/topic/10496-timer-on-shields/ ) If all shields have that 48h timer, you can only operate in that space in some small ships, which go unnoticed. You can't attack the antennas to make them blind, you have to use hackers to shut them down. So a large invading or attacking force would have a very hard time. Don't get me wrong here: I'm not talking about the attack itself (a large attacking force SHOULD be hard to hide and SHOULD be detected with ease!). I'm talking about the aftermath: - Will the shields drop automatically once the defender loses? - If yes, that would just suck because all assets of the defender are rendered vulnerable and killable - blob wins and takes all - If no, that would suck too because then the attacker has to bring down ALL shields (which is fine for bases and stuff - that's why you're building shields at all isn't it?) - even the ones protecting the antennas. Imagine a big system with 3 planets in 4 years with 40 antennas. That's just grinding HP down and this is no fun at all - but then again you're right when you say something like "But a well developed system with a large nation there has the right of being a fortress"- This is a very delicate topic and should be discussed in another thread. The line of sight rule would fit well with technology Overall I think this idea has potential in it and enforces great gameplay mechanics
  10. totally forgot to write here too good stuff, +1
  11. I don't care about wealth and money (I happily burn through my funds just because shits and giggles) I don't care about fame (Those who really matter in the game know what I can do) I don't care about my stuff ingame (sometimes you lose a fight, sometimes you win it - noone cares) I just do what seems hilarious to me Who are you? What org? Never even heard of you lol
  12. This "idea" was posted in general, not the idea subforum. I think he just wants to talk about such self-replicating robots in general. Short answer: Van-Neumann machines have to be killed on sight and have to be exterminated ASAP - Your turn to figure out why
  13. I had a conversation with Nyzaltar / Nomad a week ago and they both (as they too stated several times on the forums) said they are working hard on the kickstarter surveys atm (people got wrong email adresses filled in, incorrect name reservations, forum problems and so on) and their workload was unexpected high. I know it's hard but you just can't expect them to update the community with a new video or something every week like in the Kickstarter campaign. They do a recap every month by mail and newsletter, they're active on the forum to certain topics. I'd rather have them work on the game then making senseless videos.... Plus: It's christmas time, let them have their holidays too
  14. Tough decision, good luck to all participants and thank you all for writing those stories. I had a great time reading them. And remember: the cake is a lie!
  15. All professions in DU need time to develop (infiltrators, commanders, tactician, guners, pilots). And builders need time to build their vast crafts. They need dozens of people to craft it, overseer who look after the right positioning of elements and a few who know the sketches. And they need lots of time. That's emergent gameplay. You kill that if you would just allowm a lone wolf to build the skeleton of that ship in a matter of seconds. Yes it's tedious and it takes a lot of time - that's the whole point of it. This is not SE creative mode. It's a mmo where things can even go badly for your long built vessel.
  16. no need for a lore for that imho in a game.... As CCP puts it: "Because space would be utterly boring without sound"
  17. I know how those mentioned problems could work out but I want to educate people to use their brain and think for themselves for pros/cons
  18. I like the idea. It creates good gameplay - engineers setting those antennas up - repairing them - planning the locations - giving thought of the actual usefulness of antennas for your faction (as pirates you maybe don't want a local chat and anyone to know that you're here or you want to make them feel perfectly safe because there is a local chat but you use small ships yourself to go under the radar) - building a network for perhaps better/more boni - as intruder you would have to gather intel carefully, hack or kill some antennas and then send the fleet - antennas should come in different sizes/variations. Size = radius, variation = basic,mediocore,advanced. Basic=only radar for example, medium= radar+local chat, advanced= radar+local chat + how many player per ship for example. Problems i see with this: - could be too op (you just build fail-safe grid or at very hard to attack positions like inside a moon with a TCU so noone can dig there) but then again - just put more effort to attack it.... difficult call - depending how it's implemented it could be annoying to run those things
  19. Aetherios Posted Yesterday, 11:50 AM CommanderLouizPosted Today, 12:34 AM Well, in fact it's over. He won
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