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Kurock

Alpha Team Vanguard
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Everything posted by Kurock

  1. Interesting opinions so far. So let's start by stating what we know and don't know: 1) Fairness is important in DU. There will be no orbital bombardment and no death ray for this very reason. People will always know what is happening to me (at least mechanically). 2) We know that when you log off, your construct stays in game where it was. 3) In DU there are no ships or buildings: There are only constructs, some of which happen to be able to move. 4) We do not know how shields work in DU yet, all we have heard is that there is a 48 hour timer. So let's not jump to conclusions before we have even had a devblog about how shields actually are intended to work. Now I will skip to my own conclusion: To be fair to all players, any unmanned unmoving construct will necessarily need protection of some kind because Real Life Happens. This makes the game more accessible to more people. Crying that this is unfair to pirates is incorrect. It is 'unfair' to cowardly pirates that are too afraid to attack a manned construct. But doesn't this mean everyone will just log out at the first sign of trouble? Well, games have solved that problem a long time ago: the shield only goes up after a certain period of time has elapsed after the last mans log off. Does this hurt unintentional disconnects? Yes, but that would happen far less often at the exactly wrong time than people would abuse the system to stay safe from bad situations. I would rather this timer-shield, call it a "guard shield", be seen as a separate mechanic to normal player built shields. Player built shields would run off power and can be knocked down as mentioned in earlier posts. My 2c
  2. Could you elaborate a bit on how land ownership is unbalanced?
  3. Ah. That is a bit clearer. The answer to that would be: I just don't know. I am under the impression that all directions are infinite but this might not be the case.
  4. Interesting view. I believe if a utopia is reached Cinderfall Syndicate will have succeeded in what it is setting out to do. That said, the chances of all organizations working together in harmony (or at least in relative peace) is beyond remote. I don't think I have heard of a game where this actually happened.
  5. Prisons are covered in another thread. Summary: there are no prisons (unless the prisoner RPs it) But a lethal alternative would work in this example.
  6. The videos indicate that space is indeed three dimensional.
  7. The suggestions in the thread are exactly meant to come up with ideas to make mining entertaining and intellectually engaging. The speed of mining is immaterial as mentioned in the first sentence. Automating mining hopefully won't happen. Or be so inefficient that it makes player miners the go to. Exploding minerals might be one way of doing this. Having to constantly repair the digging ships would be more expensive than miners that can dig with better precision around the exploding parts.
  8. Kurock

    Job Boards

    +10% credits? Sounds worth it to do a quick check in the local job offers. The hauler is going there anyway so why not? But your point is taken, for small enough amounts a big hauler is not going to bother. My point is that he still could. If a job (some not all) is not a physical item, it could be spread by multiple people. The point is to spread the jobs themselves to other job boards. This might not be required if there is a communication relay between the job boards. For the hoard! There might be a limited number of jobs a person could be doing at any one time, this will actually encourage people to take the most profitable jobs for them. So the hauler won't bother with the smaller jobs. Construction jobs seems more like advertising where you still need to apply with the job creator. I don't think a timer would be a good idea for moving items unless its asking for specific items that the job taker can source from anywhere.
  9. I believe JC did say that it is unlikely that there will be an air pressurization system. This is more from a server load perspective. The most likely system is an air bubble creator, if the concept exists at all. The upside is that we don't have to worry about voxel doors being air tight, but rather that they look good. Also the space elevator idea was shot down during the AMA. If the planets do rotate, there will be a limit to how high off the ground a construct can be built. This is to prevent buildings that are rotating with the planet from crashing into the static space stations.
  10. Has there been any decision on the [uMF] placeholder, or should we just use the same placeholder in our works?
  11. Kurock

    Job Boards

    A job to spread jobs/messages? It is an interesting idea. I feel that transporters will pick these up as they haul goods between locations because they are going there anyway. So how will this favor the new player that can afford a small nimble ship? Perhaps multiple people can accept the job but only the first to complete it gets the reward?
  12. Belated welcome . I have read and liked Ben Fargo's backstory. I can't wait to see what the Blue Moon Crew has to offer.
  13. Tracks are near the top of my DU wishlist Doors just scratch the surface, like OP said. Elevators, trains, shutters, drawbridges, instant fortifications, forklifts. etc. these are just some of my favorite things.
  14. Kurock

    Player Prison?

    As much as we would like to put some people away, I don't think it will be viable as long as there is a suicide option. Without a suicide button, imprisoning someone would then only really work in a safe zone where they can't break the walls to get out. Or you could convince your 'prisoners' to come willingly.
  15. I was going to say something about how utterly hypocritical your rant about "carebear catering" is, but I find myself not caring overly much. I was going to add that required resources are "out there" and not in safe zones in DU, but you already know that. Other points are well made though.
  16. Exactly. Which is why they are hidden in the first place.
  17. If outfits cannot be customized to a truely unique degree, I would prefer floating names, simply because it's easier than scanning everyone manually. I would hate to just walk past a friend simply because they look like everyone else in the street.
  18. This is rich coming from the biggest troll in DU. And ignoring my entire previous post is a great way to have a 'discussion'. Carry on. I am sure it is entertaining someone.
  19. This is exactly what the Intergalactic Hovercraft Racing Committee DICE is about.
  20. Brilliant. Have a cookie. This has somehow become a bit far removed from my original intention. Perhaps I didn't explain it properly to begin with. But then again I could not have foreseen the overwhelming negativity, however justified. Tagging is not necessarily connected to inter-player dispositions (blue, orange, red etc.). It could be. But that is a property that could be added to a tag. It can just as easily be left off. By adding a few sentences to a tag, this could be used to recreate that EVE subsystem but it can do so much more. The distance at which the tags can be "seen" and/or activated should be a really close range. We are talking tens of meters. Not thousands. Though I can see the use of extending this, with the correct skills, to hundreds of meters. Again, not thousands. Also I see checking for the existence of a tag much like scanning for resources. In a cone or sphere, there may be one, some or many in the area but a detection will only return a yes or no. It was never meant for pinpointing over huge distances.. also that would not be viable with the server architecture as it is. The biggest driver here is that tags can be seen only by those that have rights to see them. Which is why RDMS works for this idea. And hackers with sufficient skill couldcan see them and potentially remove hidden tags. Hidden tags would not be able to have duties on them since that is effectively a contract entered into willingly. I will concede that completely hidden tags is a bad idea simply because a player does not know what is going on and this goes against the idea of fairness of the game. A hidden tag counter might solve this: A readout of the total number of tags, hidden or not, on a character. So a player will know there is a tag, but not what type of tag it is or whom it belongs to. This can be used as a prompt to go visit the local hacker cleaner. Will NQ implement this system? Unlikely. Is it fun to think about? Definitely. If this in some way inspires a NQ dev, then this thread has done its job.
  21. If twerk says so it must be true. Why not create EVE 2.0 and be done with it.
  22. Lets remove it from the RDMS for a moment. Think of a generic tagging system that a player can place a tag on another player and that tag can be hidden or visible to that player. Lets also ignore the fun that hackers can have finding and removing such tags. What could we use a hidden tag for? Keeping state in an in-game game: For example a maze puzzle where you go about finding locations. each location you visit gives you access via a hidden key to another location you could not access before. Assassins trap: Have a mole mark a target with a special tag. This tag could trigger a LUA script that acts as a trap. A personalized death machine Bounty beacon: Could be used as a way of tracking a bounty's target via LUA scripts. These are just a few of the uses for an invisible tag. I am sure others can think of more.
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