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Lethys

Alpha Tester
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Everything posted by Lethys

  1. Nice references (even if you claim there are none). Just a reminder: the arkship has no FTL drive.
  2. Good read. Nice, straight story. I like it
  3. I play no role. I AM like this. I swear I think that RP (like that explorer on alioth and survivor of earth) will not be that prevalent. Metagame (as awoxer for instance) will exist - which is rp too
  4. 7:47 min There are "adjusters" or RCS for the scripts involved. Not to the degree of KSP ofc
  5. Well I got that, but the conclusions are off. No player who logs on daily will use those lots. So you get less people using it which will maybe render them not viable to run. Players who are online don't need those lots anyway In a MMO (focus on the multiplayer part here) a loner should not be favored. It sshould be possible, true. Easy mechanic: risk vs. reward. You want huge rewards by playing alone and getting all that sweet sweet diamond-extremium-expensive ore for yourself? No problem - just live with the risk that your base might get raided while you are away. For exploring, you don't need that "guard shield" for your constructs because it's either useless (because you're more than a week away anyhow) or it just is totally op because nothing could possible attack you. That mechanic will lead to easily abusable, perfectly safe grinding bases. And if you are worried about RL issues of players: everyone has them, and there will be enough groups who support this (and players not online more than 1/week). I want DU to be balanced. Newbros and peaceful players should have their perfectly safe zones (mind the blank) and pirates their prey. But the higher the reward, the higher the risk - so they say in eve as you....don't know
  6. So that playstyle should be banned and is not worth anything? That also kills: Parking lots, security forces dedicated to protect assets of players, stations with huge and hard to kill shields run by players, stations dedicated to host those police forces. It even kills other branches of gameplay like distracting the police force in an area in order to get a small team inside a base and steal stuff. Or probably you skill for 1 year to get ninja skills to sneak into bases unseen to hack or steal something (which can ofc be countered with some other skillset). If all constructs are safe and can't be harmed/stolen/manipulated by any means - that's what you would call an "op mechanic"
  7. It was the 6k backers reward. So this reward is not for post-ks backers. Or buy silver PHYSICAL or above now to get the ID card
  8. Agility is useless in regards of shields because they are immobile (otherwise l.p. ). This thread is about the possible game mechanics how to balance those shields to make it fair for everyone. Just like smaller orgs should be protected enough so they prosper, they shouldn't be able to do the same things as big orgs. So how to balance those things will be crucial
  9. Well as far as we know now, those are exactly the bubbles and shields we talk about here. That's no new information. you are not safe in such a bubble, because it can be destroyed. A large nation can provide other means of protection which then adds to your safety, so you are much more safe when part of that big org. I think.we talk exactly about the same thing
  10. And where did I explicitly say that smaller orgs shouldn't be able to build a small shield for themselves? I just countered your point of treating every playstyle the same - which is not possible. You just can't have the same big badass things as big orgs, that's fact, otherwise it would be unbalanced. Small orgs can have a smaller, weaker shield. Idc - why not? Downside: you can't fit everything underneath it or it is big but very weak. Bigger org = more resources, more power, bigger shield. If just everyone can build and power a big, powerful shield you kill every pvp aspect there is
  11. Sorry but from a balancing point of view your suggestions are just not possible. A big group will (and should) ALWAYS perform better than a lonesome wolf. You can't have a TU with a huge shield which protects everything you got underneath there, just because you want to play alone and the game has to support this. Won't happen. But this talk is OT - if you have any contribution on shield timer ideas, feel free to participate
  12. If you provide a link, I would believe you If such a shield would exist, they completely kill piracy with that. No robbing, no stealing, no trespassing, no ransom, no loot. In DU you can't be part of a 10man org and think you're safe (except the arkzone), you have to be part of a bigger nation, org, alliance in order to keep you safe in this hostile new world - that's the whole point of emergent gameplay
  13. Exactly. The defender should get the right to choose when his shield exits reinforcement (from somewhere between 36 - 48h - if it's a hard number ofc!) and the attacker doesn't know that amount of time. What about player experience? All numbers are examples! Like: - 1 attacker needs 48h to shoot it down - 10 attackers need 36h - 20 - 1000 attackers need 32h (harden the shield / damage mitigration / whatever) BUT - shield recharge rate (or someone actively reinforcing it?) needs minimum of 15 attackers to be overcome by You can't kill a shield alone, a small group can't do it either and larger ones still need 32h. Bring in the 'Shield detonator' (construct/weapon) - immobile/fat/easy target/vulnerable/easy to kill so attackers need to watch over it - needs spool up time of 12h - kills 50% of the shield / deactivates recharge - is rendered useless (but flyable?) for 12h So the defenders can still react and even if the detonator goes off, they still have hours left to organize something. What I don't like about this: - blob wins (as attacker just bring 5times the ships/manpower) so defenders have no chance in destroying the detonator - small groups will have a hard time getting shields destroyed (not enough ships/manpower to overcome recharge or man every crucial position) To counter those problems: Add maybe the possibility to kill the shield/recharge rate with hackers (emergent gameplay, spy stuff, ninjas) Countering blobs is always hard, I think there is no real solution to that one
  14. Lethys

    Big-War-Day

    Why should there be a mechanic that forces players to fight? Why not let players take care of that stuff? This is a sandbox, you can do what you want. There should not be any mechanics that force something upon you - players should force you. And they will
  15. Hi there as JC mentioned in https://board.dualthegame.com/index.php?/topic/10461-any-french-language-speakers-willing-to-translate-jcs-talk/ at 55:16 "There are ways to protect the players: there are safezones but also territories you can own to create relative safe strips of land and also there are protection bubbles which are expensive and hard to destroy, for those there is a timer of 48h in order for players to react" IMHO this shield ONLY - applies to immovable constructs (no ships!) - is some sort of construct itself (or a mod to a market for example) - is not related to the territory unit at all I have played eve. Alot. Too much. Hard timers like this one are just no fun - in DU it's even more complicated. So you have claimed your piece of land on an outer rim planet with a TU and have built a market there with a nice small shield to protect it from big bad pirates. But they know you are there and there is loot - so they come. Since your stargate may be destroyed/locked to others, they need to travel to you - which could take weeks. They bring 500 ships with them and when they arrive, they shoot once and ..... wait. 48h until that reinforcement timer runs out. Then they just kill that shield with their overwhelming firepower and take everything they want. So where was the point in building that shield again? If there is only a hard 48h timer on those shields: - The attackers will come in their primetime - never in yours. So for defense you will always have trouble finding enough people to defend, even with an org spread around the world - If they come with enough force, it doesn't matter much if there is a shield or not - favor of the blob - For the defender it's no fun because he just can watch being defeated and for the attackers it's no fun because it boils down to a boring waiting game So what better mechanics could you think of? What would be a fair deal with those shields that encourages emergent gameplay? You could just implement a maximum dps transfered to the shield - so it doesn't matter how many ships attack. You could harden the shields, instead of adding a timer. But done poorly it only boils down to: the attackers have to shoot for 48h on that shield - constantly - to take it down - that's just boring. I can think of two scenarios: - The stargate to your world is shut down or locked - The stargate is useable or the attackers are on the same world already The first scenario would be the most easy way to solve. Since you are alone there and you want it that way, you could just install huge antennas / radars / whatever to scan for ships which are inbound. Make a radar technician a thing and scan for ships - you have your time to react then. The second scenario is tricky. You would need some sort of timer, may it be obvious (hard 48h timer) or hidden (harden the shield / maximum dps), otherwise it would just not be balanced. I have no 100% working solution to this, because it's a very hard to balance mechanic in a game. I have something in mind and will throw some arguments, posting my idea later: - Spy/Hacker is used to bring down shield faster/completely - maximum dps - the more defenders/attackers -> the more hp the shield has - Hacker is used to deny the defenders a message that their shield is under attack - a special ship/construct/weapon is used to kill the shield at a faster rate/completely - adjustable timer So what to do?
  16. Go digital to get DACs too with ruby It's a tradeoff: cheap pack for lifetime sub, but no DACs to hoard and sell. With more expensive packs like emerald and diamond you have loads of DACs for ingame money. Good tradeoff imho
  17. Yes it's seperate, wouldn't make sense. The way this story evolves, this is the most elegant explaination I could've imagined - there are easier ones if your story starts the right way. Maybe others come up with better explanations, lore wise. Would be interesting to read.
  18. Hi there, It's time to reveal my story. Keep in mind: - It's written from my roleplaying point of view - there are references, hidden and obvious, to many things in there (mostly related to DU) - I deliberatly didn't mention any year or city Have fun reading and talking about it Novawrimo - Lethys.pdf
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