Jump to content

Kurock

Alpha Team Vanguard
  • Posts

    848
  • Joined

  • Last visited

Everything posted by Kurock

  1. Rights and Duties Management System (RDMS) will be one of the very powerful customization systems in DU. Read the DevBlog here if you have not already. Effectively tags can be used to give access to assets etc etc. I assume that in the current RDMS system, a player will know what tags he/she has. Effectively these are like keys to a spaceship or passcard for a door. The suggestion of this topic is that a tag can be placed on a person without their knowledge. These invisible tags would not be able have duties connected to them because this could lead to a player losing money without knowing about it. The uses for this are also quite broad. For example: it could be used to not only tag intruders but to keep track of the intruder long after they have left. This has an additional effect that invaders would need a hacker to look at their hidden tags and clean out any unwanted ones. What would you use invisible tags for?
  2. The necro is strong with this one. I'll just leave his here: DICE
  3. Welcome. Take a look around. There are pirates and then there are pirates.
  4. Cinderfall Syndicate is about building civilization. We are looking for talented individuals to help make dreams for DU come true, your own included. Feel free to drop by and say hi on our discord or visit our community page.
  5. The four elements, like man alone, are weak. But together they form the strong fifth element: boron.
  6. Welcome Tren. The more the merrier, I say. Take a look around and don't be afraid to ask questions.
  7. Kurock

    In-game voice.

    If people keep blocking hailing attempts, you got to assume they are hostile. Without a way to say otherwise of course punishment will happen. But it depends on the circumstances.
  8. RDMS will be able to set rights. I certainly hope this extends to doors by tagging the rights to "use" the door. And a LUA script to close it again after a few seconds and when the doorway is empty. Automated turrets are still undecided. They will hopefully be in, but how exactly they will work is still anyone's guess. I honestly don't think there will be fluid mechanics anytime soon if ever. But I can hope we will get some rudimentary fountains. I do expect lights to be LUA scriptable, but again, we will have to see.
  9. I know some are wishing for impressive fountains. I don't expect there to be any soon but I certainly hope they will come eventually.
  10. Hello and welcome. We are all excited and hope to see you enjoying DU for a long time to come.
  11. Kurock

    In-game voice.

    This is why I really like the idea of hailing a player or a ship (pilot/comms officer on a construct). And having the comms patched through to other interested people on the same construct or within telecommunications range. People that don't want to listen can just not pick up the phone.
  12. Please spell my name correctly.
  13. I like this idea. Firstly because it could lead to extra discoveries for example the prospector found rare resource X. But in inspection, resource X is surrounded by a large deposit of resource Y. What a nice surprise. And it also works the other way around. Digging through less expensive resource Y, a few nuggets of a rarer resource may appear. This brought on the idea, what if you change the settings of your morpher manually? The default setting is to just dig everything equally badly. But with a bit of fine tuning you could set it to dig out specific resources more efficiently (faster, more resources obtained) but everything else takes longer. This also leads to situations that you are collecting multiple resources, you need to choose which one you favor and have the morpher set to that one. Though technically upgrades could also fill this role. Though I still think the "puzzle" of maximizing a vein by digging along its changing 'grain'/strata is a more interesting problem to solve for miners, though these ideas can all work together.
  14. Kurock

    :)

    Why'd you to be so meme?
  15. It seems it is currently unlikely that there will be moving parts on a *single* construct. We can still make separate constructs that act as moving obstacles. So do not lose all hope just yet.
  16. I see this as more of an anti-thief tool, but thanks for your constructive feedback.
  17. Scanning and mining devblog was added recently. And this got me thinking: One of the base ideas of all the mechanics in DU is to make it easy to use but hard to master. There is mastery in the form of both character skills and player experience. Can mining be made more interesting than point and click and the better the tool the more efficient the mining will be? I am not talking about the logistic of moving the material after it has been mined which could be an issue all on its own but rather this is about the mining itself. It has been mentioned elsewhere that the deeper you mine there is potential for heat dangers (Such as minecrafts lava pools). Other natural hazards such as gas pockets could also be an issue. I feel these should be done very carefully as they could easily become an annoyance and not actually make the game play any different. How about an increased or decreased efficiency in mining at a certain angle or from a certain direction, like with or against the "grain" or strata of a certain resource. Why this is interesting is that hand mining will more easily follow the changes of the resources strata while a digging machine will lose some of that efficiency. Can you think of other ways to spice up the mining?
  18. Scanning and mining devblog was added recently. And this got me thinking: Could scanning for constructs be done similarly? But instead of the type of resource dictating what type of scan is required, the elements on/material of the construct itself dictates how susceptible the construct is to the various scans. Similarly to prospecting one could use the radial scan to detect the absence/presence of a construct and then use a directional scan to get a better idea of its location. This is especially useful for finding an active construct. Inactive constructs will be much more difficult if not impossible to find. Another thought perhaps dedicated long range directional scanners pointed out to space could give an indication of the presence of another system. Through triangulation, this could give an indication of how far away that system is. Detecting the presence of another system is the first step to going to it.
  19. But Cybrex, how can there be outlaws without space laws? Rule 0: NQ is the law
×
×
  • Create New...