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InvestorStallone

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  1. Like
    InvestorStallone reacted to Taelessael in Map color updates/modifications   
    Could it please be made such that a tile colored for informational reasons in the map can have that color altered or its transparency/intensity changed. As is those of us with poor vision have been having a harder and harder time telling when a hex is highlighted for any reason (seriously folks, almost totally transparent yellow is the wrong color for anything, I need to play with the graphical settings so much as to make it near impossible to see anything outside the map just to see it at all).

    Alternatively could we get an optional toggle-able setting in the map that hides the terrain features and just shows the hex-lines and other markers over a featureless black sphere? it would make it a lot easier to see things.
  2. Like
    InvestorStallone reacted to willolake in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    I'd love for you to build voxels on my territory, and I'll pay the taxes. We'd both win. You don't pay taxes, I see pretty buildings that I'd have zero motivation to build myself, because Dual Universe is a sandbox game that has multiple motivations; not just the one you find value in.
  3. Like
    InvestorStallone reacted to RugesV in Demeter will probably Kill the game if it goes to live servers..   
    I also dont like the max 3 months pre fund limit. 
    I think you are on the right track here.  Different costs for different activities.  I think a checkbox that you select. For instance, Mineral rights that you check if you want to mine. Industrial rights if you want to do industry, storage rights if you want to use containers. market rights if you want to place dispensers. Build rights if you want to place static constructs.  With a fee that you can opt in or out of for each and basic tax for owning the property. 
     
    So 100K a week for claiming the tile as a mandatory fee. 
    50k to build
    150k to storage
    200k to sell
    250k for industry
    250k for mining
     
    So you could have your territory for as little as 100k.   If you just want to build on the territory it would cost you 150k a week.  If you just wanted to mine on a territory you would need to build, storage and mining. it would cost you 600k per week (initial, build, storage mining).  Same for industry. 600k.  Or if you wanted to do everything it would be 1,000,000 a week. 
     
    However there should be a tax. Because the real reason behind the tax system is to get rid of abandoned territories. (although sanctuary is always free for you forever. 
     
  4. Like
    InvestorStallone reacted to FrozenFace in Demeter will probably Kill the game if it goes to live servers..   
    300L/hour  - 50k per week. 1kk/50k = 20 quanta per L of ore. Now t1 cost 40+quanta per liter. I think 1kk per tile not too much, and they said it was placeholder . And again - no taxes on sanctuary.
  5. Like
    InvestorStallone reacted to StarWuz in NPC enemies   
    The game needs other grinding methods to keep us engaged longer. Currently we have 2 methods. 1 is mining(trivial) and the other, missions(boring), If we could have AI to fight so we could utilize the skill points poured into weaponry, that would be cool. 
  6. Like
    InvestorStallone reacted to RugesV in no reset talent   
    *just so we are on the same page, A reset of talents is refunding all the spent points you have on talents so you can reuse those points on new talents*
     
    This is a large enough change to warrant a talent reset.  At first you might be like, well they are going to need those skills for asteroid mining now.  Thats not the case for everyone. Some people are going to forego manual mining altogether. 
     
    So you might think, Well ok only reset the mining skills.  That player might also have terraforming so he can get through the ground quicker, He might also have piloting skills so he can get to the sites more efficiently.  He might even have basic industry skills so he can refine that ore.  So if he is not going to mine, he is not going to need the terraforming, he is not going to need the piloting he is not going to need the refining skills.  Basically meaning all points should be refunded so he can now go down his new path as he sees fit. 
     
    And there is an argument to for NQ to benefit from resetting the skill points.  This is because many players have set long skill Q's and set the game aside while they wait for a more complete game.  by doing a skill reset NQ can then send out a msg to all these players letting them now a great new patch has come out and they will need to log in to re Q up there skill Q's. Hopefully luring more players back into the game. 
  7. Like
    InvestorStallone reacted to Hotspot in NPC enemies   
    Idea to add npc enemies, they can be static (abadoned base) or move on routes between planets. Visually it can be abadoned stations, or "AI" controlled enemies.
    Actually they don't need to be actually maneuring during fight, just start to attack player on some range + extra range if player trying to escape,. Also damage model can be simplified for perfomance requirements (no need to force server actually calculate damage to modules) just calculate damage to CCS, and destroy modules(random ones, optionally) after npc beign killed.

    + you can place loot in containers, recipes and so on (it's fun to open it)
    + additional chances to lost ship and add option for other player to scavenge it. Also damage to modules will require to produce new one (forces economic)
    + you need to spend ammo more often (boost economics)
    + additional way to earn money
    + people can easy learn how to fight (basic idea), and find a fight
    + additional place for people to conflict and fight not only with npc but also between players. Also you can vary areas with different enemies and profit size you can create area for solo players and solo fights. Right now big asteroids forces only big fights.
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