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ATMLVE

Alpha Team Vanguard
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Everything posted by ATMLVE

  1. Welcome to Dual Universe man! Glad you're here. I know there are a few Germans already (looks like one already found you), so you might have some luck getting together with them. As for your questions: We are discussing these things here every day, but some of the answers just aren't there yet; they can't quite be fully answered until the game is actually played. However, other similar games, such as EVE online, can be looked to for examples. And if you're seeking people to talk about the game with, you've come to the best place to do it! Hope to see you around the forums!
  2. Indeed, they might be. But, it has already been stated by a lead developer that planet-destroying weapons will not be present in the game. While no doubt super awesome, such a weapon would be just too powerful, and would have too great a chance to ruin the game for other people. Imagine players pouring countless hours of time and effort into the creation of a planet covered in a few large cities, only to see the entire world obliterated by the Interstellar Legion of Trolls. It would be a huge deterrent to builders if their work could be rendered non-existent and irrecoverable in a single moment. Thus, the maximum power of weapons will be intentionally limited within the game, to ensure everyone stays equally happy.
  3. So what you're suggesting is a sort of miniature TU inside of a larger one, which people who have access to the larger TU might not have access to? I think it would complicated but it's a good idea. Companies might get large and you wouldn't want a whole bunch of people having access to all of your stuff. So there would be small areas which only you and the owners of the normal TU have access to. Makes sense, certainly something that people would eventually realize they want!
  4. Yeah that makes sense. I imagine that a one man minimalist transport wouldn't be made in the same construction element as the enterprise D!
  5. While your ideas are certainly noteworthy, blueprint construction has been announced as being handled by a certain construction element. So the whole blueprint is constructed at once, in an element that's something like a drydock. By default, you will not be able to add anything to blueprint constructions, nor save them as your own blueprint.
  6. Indeed! The implications of non-renewable resources are easily lost in a game like this (by everyone) because people aren't hugely familiar with it yet.
  7. Yes and I believe the reasoning is that it would be too overpowered. Given that everyone is present in the same universe and resources are non-renewable, automatic mining could end up ruining the game for some people.
  8. I think this is a decent idea, but the main issue I see is that it is decently complex but not necessary enough to get development attention for quite a little while. Long enough, that what would be in the game until then as a "placeholder" (assuming this was a planned feature) would be well-established and used uniformly, and to change such a fundamental concept at that point would piss off a lot of people. Perhaps as an alternative to components later on, still keeping the originals in the game but allowing the new ones to be more efficient for the same cost. But just to restate, I think if this wasn't present in the initial release, it would be difficult to implement at all.
  9. I would hope that in buying a ship I would be able to know more about it than how it looks! Maybe there could be a virtual ship simulator, not just for buying ships, but building them on your own too, where you can fly any construct through some sort of simulation, whether obstacles or artificial enemies. That why, you can both test out ships before you buy them, and test your own ships before you sell them.
  10. The way I see it is, if theres a way people can make money off of it, it'll happen. People often enjoy games of chance for some reason anyway, and setting up gambling methods is certainly a good way to do that. People have made slot machines in Minecraft for crying out loud, I have no doubt it'll happen in Dual Universe!
  11. I really like the idea of recycling, it would add another facet to the community, another area of expertise available to players. And yeah, the number of resources available is finite, so not having a way to renew used resources could only decrease the available amounts.
  12. You got some cool ideas here. While this would of course take some time, I see no reason why this couldn't be added down the road. I know JC already said that the screens inside cockpits would be customizable, so maybe this wouldn't be far behind!
  13. Air, while certainly an immersive mechanic, can become complicated and is not necessary to create a fun and in-depth space MMO. As such, while it is planned, I don't think they are currently focusing many resources on the development of air mechanics as they are trying to get other more fundamental mechanics working first.
  14. Like JC said, it's just too costly to implement. Sacrifices have to be made. I think a lot of players would be willing, including myself, to give up collision damage for the sake of better overall performance. And I don't think there really is a good workaround, JC and his team are very smart and intelligent people. You can bet that if there was a better alternative, they would have brought it up.
  15. Well if they don't have the time or resources to add it immediately then they won't. I believe they are efficiency allotting their time at Novaquark, and if when the alpha comes out there is no way to attack other ships, that is unfortunate but no one is forced to play. It will be in alpha, and as such incomplete; and other areas deemed more important will be focused on first. I know they're trying to make a fantastic game, and as such I know they'll do what's best when they see fit.
  16. I've been thinking of ways to make the exploration aspect of Dual Universe more interesting. Things that would be rare and awesome to find, but avoiding pre-made creations, something the devs want to stay away from. I haven't had much luck. However, I did have one idea that I think, considering the current plans of the game, would be easy to implement, and that is random wormholes. They would act exactly and identically to stargates, which as many of you know are player-made FTL tunnels that allow quick travel between systems. There are a few catches that could make wormholes unique and separate from stargates, the main one being the first one: - They do not remain open all the time. They may only be open for ten minutes, and closed for 10 real-life days, in a continuous cycle where timing is crucial. - They spawn randomly; their entry and exit points are randomly located, whether inside systems or out. - They might have a chance to destroy ships going through; what's fun without risk? - They only have an entrance; no turning back! - Their exit or entry points fluctuate. Could be 10 kilometers or 100 light years. Perhaps a cycle that players would need to figure out, i.e. entry-way remains fixed, but exit point is constantly moving in a circle, so it eventually returns to the same location. A wormhole would work on the exact same mechanics as a stargate, except that it would obey any number of the rules listed above, making them unique and yet easy to implement once stargates are implemented too. Any other ideas of how wormholes could behave, or other ideas on what would make exploration more interesting and rewarding? Remember that the devs want to minimize pre-made stuff spawning in the game.
  17. I think terraforming would be an awesome mechanic in the game. It could take a long time to complete, something like several months. And it wouldn't really have to be too scientifically accurate or reasonable either, just something to add a bit of fun to the game. It would definitely make a great community project! In my opinion, I think only a select few random planets should be terraformable, to make it so that every planet in the game isn't a potential garden world. That way, diversity of planets would remain, and it would allow for people to focus more heavily on the few candidates that have potential. Awesome idea! Not a coder, so I don't know how complex or difficult this would be to implement. But still, it would make a great community project.
  18. Well of course adding moving parts would be great. Definitely need to be careful though, because rules have to be define... Look at space engineers, the pistons and rotors have to obey laws of physics and strength limits, and they can be a nightmare to work with. I think something simple is as far as this game should go with moving parts.
  19. Glad you're here, welcome to the forums! This community is awesome, as you'll soon find out. Nice and cozy and not over-complicated. Enjoy yourself!
  20. As someone who goes on Twitter exclusively to see if Sean Murray has yet emerged from his new stealth yacht, I missed this! Thanks for posting!
  21. Glad to hear that combat is planned to be both lock on and manual precision firing!
  22. I saw that in the kickstarter too. It depends how you look at it. First off, there are ten of those available. Which means 10 "developments". I was under the impression that each development was it's own separate secret, and they would give some ideas or help you out but you got to choose the specifics of the "secret". AI being linked is definitely a good idea, and, from what you said, more likely than most as there's already some hints towards it. I would never trust an AI regardless! I like your idea, seems neat. I would like something like that, something that affects the game over time and continuously, changing a little as things go on. Something big that players really have to think about.
  23. I was under the impression that both parties would have to agree on something for them to be able to give each other rep. As in, you cant just go through a player list and give them all a bad reputation. Akin to ebay, both parties would have to agree on a deal, whether trade, purchase, or job/quest, and at that point only they can give each other reputation. A pirate would never accept jobs from those he pirates, so his reputation could remain untarnished.
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