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SimonVolcanov

Alpha Tester
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  1. Like
    SimonVolcanov reacted to Velenka in Ship Copyright Infringement?   
    IMO this should all be controllable with RDMS:
     
    For the constructs themselves:
    Right to generate blueprint from construct
    Right to add to a construct (voxels, elements, paint)
    Right to remove from a construct
    If the repairing mechanic is different from add/removing (which I hope it is, since you could repair without being able to add/remove), Right to repair
    Right to trade
    Right to use/interact

    For the blueprints:
    Right to switch between reuseable and one time use BP
    Right to use manually
    Right to use in a factory unit
    Right to trade
    If BPs are/can be contained in a physical thing, right to overwrite physical thing with another construct BP
    If BPs are/can be contained in a physical thing, right to copy to another physical thing with rights identical to first BP
    Rights should transfer in a specific way from blueprint to construct built from the blueprint. Either inherited from the original construct, or owner specifies rights at time of blueprinting. Owner would only be able to grant rights which he has.
     
    This probably won't be an exhaustive list, but that's the general idea. Every action which can be taken with the BPs or BPing a construct should be associated with a right which is manageable by the RDMS.
     
  2. Like
    SimonVolcanov got a reaction from wesbruce in Use things built in the beta/alpha and turn it into "Ancient relics"   
    I agree, but also have you consider this: How resource-consuming would such an action be and would it be worth a possible delay for release of other content?
  3. Like
    SimonVolcanov reacted to Fitorion in NQ: what happenes to player made items if that players ACCOUNT is Deleted ??   
    Nothing should disappear...  Ownership should be removed so anyone can claim the stuff... and demolish or keep the things built as the new owner so chooses.
     
    We don't want everything disappearing but we also don't want everything staying forever...  There should be a timer ... or multiple timers for different categories of object... Like say if you don't log in for 3 months then your buildings... space stations... can be claimed.  And of course claim priority lists should exist so that people who already have permissions to use said objects get first chance to claim it before any random person can. 
     
    But the staying forever issue is mostly just in the arcship safe zone... anything out side... if you aren't there to protect it... then it could be destroyed or taken from you by force...
  4. Like
    SimonVolcanov got a reaction from yamamushi in The Tempest Mission   
    While I will not join you on this epic journey, I might be able to offer some ressources for the initial build, depending on how strong my Corporation has grown by then.
  5. Like
    SimonVolcanov reacted to Vorengard in Ship Copyright Infringement?   
    I'm sorry, I didn't mean to imply that I didn't want theft to be a part of the game, because it absolutely should be. What I was trying to say was that it shouldn't be as easy as "buy a ship, change 1 block, re-sell at a lower price than the originator", because that would kill the building gameplay in 2 seconds, not to mention flooding the market with a thousand ship types that are nearly identical.
  6. Like
    SimonVolcanov reacted to Dygz_Briarthorn in Will constructs in Alpha be in the beta and launch?   
    We kept templates/blueprints in Landmark after wipes - we had to re-acquire the resources and rebuild... we didn't have to redesign everything from scratch.
    But, we'll have to see if that's possible with DU.
  7. Like
    SimonVolcanov reacted to EmperorToch in Environmental threats? Deep Space threats?   
    Well as we see in no mans sky temperature plays a factor in survivable environments.
     
    So my question, or suggestion, is would we have to face Environmental threats like: 
     
    sub-zero temperatures
    Scorching Temperatures
    Dangerous Fauna
    Strong Gravity
    Low Gravity
    Blackholes
    Meteors
    Asteroids
    Meteor showers
    Solar Storms
    Radiation
     and basically anything else you can think of?
     
    Cause honestly I would like to have these elements cause it makes it more challenging to find worlds to settle down on. like say there is a planet that has radiation pools but parts of the planet have sustainable living areas. But the radiation pools have some really rare resources only found in those pools. You would have to get a suit or a ship that can survive the radiation and allow you too access those materials.
     
    Thats just a Example though.
     
    thoughts?
  8. Like
    SimonVolcanov reacted to Wicpar in Use things built in the beta/alpha and turn it into "Ancient relics"   
    what should happen, is that weapons fire doesn't make particles disappear, they make particles compact into a new material: scrap.
    This scrap would then combine the materials inside and could be retrieved to get back the original material quantity.
    The more compact a scrap voxel is, the harder and longer it will take to be refined.
    This would allow for battles to leave nearly 100 % of their original material, but in an unusable form, and with a wreckage shape similar to the one of the ship. assuming only the planet gen would be reset (refill the ores and regenerate the non artificial undergrounds, compacting all artificial constructs into scrap ruins) this would leave a nice amount of wreckage and scrap to work with.
    Scrap would need some amount of resources to refine, since you need to separate all the metals. base metals could be combines into alloys, and any failed alloy would be scrap with the composition used to make it. To separate the metals a chemical process would need to be used, like in reality.
     
    This would require a chemical synthesis mechanic, and an advanced metallurgy mechanic, that would give you an advanced degree of freedom to work with alloys and their recycling. for containers, a good idea would be to require certain alloys that to not react with the contained compound to build and use a container for some materials. for instance a plutonium container made out of neutron reflecting materials would trigger a nuclear blast. (i am pro nuclear weapons as we wand absolute freedom even if it means having massive craters in the ground of planets and even then it could be awesome to see a crater from space )
  9. Like
    SimonVolcanov reacted to Violet in Use things built in the beta/alpha and turn it into "Ancient relics"   
    I like this idea, adding randomly placed abandoned structures/crashed ships adds a lot to exploration and crowd sourcing designs from the alpha is a great way to go about it.
     
     
     
    I think coming up with designs for structures is the intensive bit, writing code to place it in world would be fairly simple compared to that. Its not something that needs to be done straight away it could even be done post release when they open up new worlds and star systems
  10. Like
    SimonVolcanov reacted to Przemyslav_Lionport in DevBlog: Monetization, player happiness and economic viability   
    My point of view on this topic:
     
    Wargaming model is great, they earn hudge millions of $ every year.
    This model provide massive player base which will be deadly important. For me it does not matter coz i will finace this game anyway but i am a hardcore fan of space sims - you must remember about upcomming competition.
  11. Like
    SimonVolcanov reacted to Dhara in BOO :: Are they really who they say they are?   
    Yes, it is!  I simply can't wait for all this stuff to be playing out in the game itself.   Just dying to get started.
  12. Like
    SimonVolcanov reacted to rmhenn in BOO :: Are they really who they say they are?   
    Yeah, but at least this guy has an actual forum account and is actively contributing to the community. And I don't think anyone is jealous of faux accounts.
     
    Also, the people who care are the people who want legitimate organizations that don't create fake accounts to look bigger and better than others.
    Just saying.
  13. Like
    SimonVolcanov reacted to SteveMcFarlane in Recruitment for the PMC - Join Now!   
    Thought I recognised the name of the company... the name is lifted from the X series of games (X2 The Threat, X3, X3 Terran Conflict, X3 Albion Prelude are among my favourite games).
    Hmmm... I'd becareful about trademarks. Those games are published by Koch Media, which is owned by the Koch brothers, two very wealthy induviduals.
  14. Like
    SimonVolcanov reacted to Anonymous in Ship Copyright Infringement?   
    Copyright eh?
     
    With props to the OP (who poses the question - and it is a good one, so no flame intended, I'm just a sarky bastard...)
     
    While Aetherios is indeed correct (show off  ), might I also posit the following:
     
    "If someone buy's your ship and then uses that to make their own version, or steals your blueprint and does the same, and does either in such a way that is still within the ToS (no RL hacking for instance) and the RDMS, well yes - you probably are completely within your rights to prosecute that person for breach of copyright and or IP infringement.
     
    Now - just point me towards your copyright lawyer, and the local Alioth court house and lawyer, and the underpinning legal framework you're working under and we'll get this sorted.
     
    Oh - you mean that in this lawless godforsaken world, that guy I just shot in the face for coughing near me was your lawyer? Bummer..."
     
    OK - serious face on again - stuff like copyright, ownership etc, IN GAME (and not as determined by a game mechanic designed to simply manage the assets of the game) is all Role Play.
     
    Out of game / game mechanic  wise - while the RDMS will manage things as Aetherios states - that in itself creates the awesome counter-game mechanic (or playing opportunity) to develop a black market / knock off industry.
     
    I personally think that if made right it would really add richness to the game. (Someone remind me to put these in the idea box):
     
    a) You could have "uniques" - original creations by real players - the thing which serves as the template for the blueprints (which could then be mass produced). While mass produced versions may actually be the same or even superior in stats, the fact that a "unique" is by definition unique, creates essentially both a market for Art etc, but also drives a realistic system of people being recognised as master craftsmen.
     
    "This baby? It's an ATMLVE original, not one of them cheap [insert ship company org name here] knock-offs. Gonna cost you triple."
     
    You could have "masterpieces" - items which, in the process of original creation, are just "better" than anything even the AI's can reproduce. Again, adding to the value chain of craftsmen vs mass producing from blueprints.
     
    c) Custom pieces and once off's - items (tagged in the RDMS as "no-blueprint" or the like) - unique pieces of art or equipment which can't be reproduced (or shouldn't be). This would include art, possibly food (nothing tastes quite right when made with a machine?), custom weapons and ships.
     
    d) Knock-offs The game could have a reverse-engineering skill, allowing you to deconstruct an item and make a blue print out of it. Items thus produced would be tagged as "knock-offs" and will ALWAYS be inferior in quality and specifications. Of course - one could then improve upon a knock-off blueprint to make something even better than the original idea.
     
    e) An inventor tag. This one I think is important. Rather than "locking" a design/item to the original creator (which is kinda a game mechanic for "intellectual property" which I'm still not sure I agree with in terms of it could limit RPG gameplay in that sense), make sure that EVERY item/ship/weapon/thing that gets invented/made has an Inventor tag. It becomes a part of our collective history - when we look back in two years and wonder where some ubiquitous item or design which just "works" comes from, that 50 organisations produce as a staple, we always know who to give the real kudos to.
     
    Anyway - just some drive by thoughts per usual.
  15. Like
    SimonVolcanov got a reaction from Villspor in Volcanov Corporation {Now Hiring!}   
    Greetings, fellow Citizen!
     
    Allow me to introduce myself. My name is Simon Volcanov and I am the CEO of the great Volcanov Corporation!
    What is the Volcanov Corporation, you may ask. Simply put, it is an organisation formed to become one of the largest powers in this universe!
    It is split into five departments: Mining, Surveying, Construction, R&D and Armed Forces.
    Each is lead by a Head of Department, or HoD, personally chosen by me. Let me introduce the departments to you.
     
    Mining: Gathering ressources is the foundation of our great company! Should you choose to become part of the mining department, your field of activities would include the gathering of ressources EDIT: Mining vehicles will not be a thing. While this might sound like the most boring and simple activity, it is the one which gives you the most freedom as an individual player. Surveying: Before we can gather the ressources, we have to find them! As a surveyor, this would be your job. Not only will you be able to contribute greatly to the Company, we will also provide with a free ship and guards, so that you can explore the universe to your delight. You have to report to an officer every once in a while, but this job probably offers the most freedom as part of the Company workforce. Construction: Are you skilled in the art of errecting whole civilizations over night? Then a job as builder might be for you! You would have to construct Headquarters, living spaces, mining facilities, factories, vehicles... basically the whole infrastructure. While this might be the job with the highest workload at first, after finishing the infrastructure you would be able to go about your adventures with access to alot of the companies ressources as a reward for your contribution. R&D: Designing new vehicles and constructions for the builders, putting together LUA scripts and analyzing them in the field. That could be your job if you decide to work for our R&D department. This job needs the hightest creativity and intelligence, but will be well rewarded with access to all the ressources and equipment you need to fulfill your dreams! Armed forces: Digging in the dirt for hours, piecing together a heap of trash to drive around in or thinking more than 10 minutes ahead are not your style? Then the Armed Forces might be for you! Equipped with the latest designs in vehicles and armory, your job would be to protect other members of the Corporation and its porperty, as well as securing locations with high amount of ressources. While the Volcanov Corporation is not interested in becoming a major waring party, an armed force to defend our Corporation is essential, plus we might even found a pirate hunting squad with the best pilots and soldiers as officers. After all, trading is one of the major parts of our Corporation and we can't have some lowly pirates endanger our profits.  
    In the end, your own playstyle matters most to us and we would never force you into any activities. 
    Whoever decides to join the Volcanov Corporation will be provided with protection, secure living quarters, equipment and vehicles.
    Check the Community portal for any questions and feel free to message me directly. We currently accept any application and have top positions to fill!
     
    Simon Volcanov
    CEO of the Volcanov Corporation
  16. Like
    SimonVolcanov reacted to Warden in DU and the Power Stuggle.   
    Thinking about it, there is always two to this however. You have to expect some critical thinking or the ability to inquire from applicants rather them all going: "Oh, all that for me, even multiple planets, wooooaaaahhhh sign me up!"
     
    In short, inquire when in doubt. Often things can then be cleared up or specified. Also, don't be too gullible with certain specific claims.
  17. Like
    SimonVolcanov reacted to GrandMaster Apex in DU and the Power Stuggle.   
    I try and maintain transparency that the I.B.O is subject to mechanics that are yet to be confirmed and that it may have to change and adapt as we get closer to the game itself.
  18. Like
    SimonVolcanov reacted to Ashron in Meeting the Aliens.   
    I like the idea of  Alien races. In terms of lore they can be introduced at some point ie: first contact.
     
    As to their nature and behaviors, diversity is key.
     
    After all, the Universe is huge and are we really alone
  19. Like
    SimonVolcanov reacted to Majestic in How will you prevent people from getting harassed, trolled and griefed?   
    Griefers I can deal with, when it get's offensive or abusive then you have to draw the line.
  20. Like
    SimonVolcanov reacted to Anaximander in How will you prevent people from getting harassed, trolled and griefed?   
    Well, it's really simple. The punishment will come after the "crime". In other words, if a group of players decides to grief a faction's outpost, that faction will send out its fleet and level the griefers' crib. It's really that simple
  21. Like
    SimonVolcanov reacted to Anaximander in How will you prevent people from getting harassed, trolled and griefed?   
    Yeah, enroll as a private in an army to learn the in-game ropes. Then, when you are ready, go have some drop-pod action until you get the grip of the combat
     
     
    Same goes for ships You start low, you excel at the field, you get promoted in the faction
     
     
    People want to play a game with only player-driven story and economy, well, say goodbye to arbitrary reputation grinding for NPCs, you will have the chance to live the most immersive storyline by having to deal with other players And guess what, some of those players are legit pains to deal with
     
     
     
    Just because a person doesn't gank you time and time again, it doesn;t mean that person is not a griefe or a troll A griefer can be your guild leader who's an abusive son of a dumpster.
     
     
    Would the OP of the thread want for the Devs to be their babysitter?
     
     
  22. Like
    SimonVolcanov reacted to Warden in How will you prevent people from getting harassed, trolled and griefed?   
    I have the impression (don't get me wrong or correct me if I'm wrong) that an abstract fear may be a driving factor for you at this time - despite a lot of gameplay or technical terms not set in stone yet and for some time.
     
    If you have your doubts, continue to monitor the game as more is developed and decide later on, I guess. Griefing is relative, I guess, given the single shard. I'd rather speak about "potential PVP encounters" or similar - again, you can lower the risks or avoid problems. Or find shelter with the right people or in the right places.
     
    I'd say this certain potential or abstract risk is what drives people here - creating something with some challenges, something that will possibly last for quite a time physically or in the minds of people - rather than having a building simulator with no obstacles whatsoever. To give an abstract counter-example anyway.
  23. Like
    SimonVolcanov reacted to Anaximander in How will you prevent people from getting harassed, trolled and griefed?   
    nah, not really. IF you stay behind the borders, you can still trade within the faction or take hauler jobs, or mine asteroids and stuff You just can't expect to go into the dark territories between factions AKA, A WARZONE and expect to be fine.
  24. Like
    SimonVolcanov reacted to Anaximander in How will you prevent people from getting harassed, trolled and griefed?   
    You can't. Welcome to a sandbox game.

    If you want to mine in the equivalent of Detroit at night and in space, you are out of luck.

    If you want to mine in a region that your faction doesn't police, you are out of luck.

    If you want to mine in a faction's main moon of exporting minerals and you are not a member of that faction, you ASKED for it, you are stealing from them and they should drop every rocket they can on your ship.

    You and your friends should realise this is not Second Life in Space. You go for mining, better set up duties for each other

    One guy runs the mining ship, four others are bodyguards on their ships. That's how it's done in sandbox games. Also, if you are not PvPers or, more likely, Second Life players, you may want to mine in asteroid rings in systems your faction polices frequently and they can guard you in a moment's notice if someojne goes to troll you.

    You can't have a sandbox MMORPG and then ask for no interaction. 

    If there are no griefers, then mercenaries paid to protect you have no jobs.
  25. Like
    SimonVolcanov reacted to PetdCat in DevBlog: Monetization, player happiness and economic viability   
    I prefer a P2P system mostly due to it requiring players to have some investment in the game--thereby allowing some kind of limitation on behaviors.   There will be those who will cry from F2P and announce the doom and gloom of not going that way, but my experience is that F2P games have an inordinate amount of people behaving badly strictly to be be people behaving badly.   
     
    The only issue will be that many will automatically say that P2P is also P2W....which I think is a twist on the F2P argument.
     
    I like the EVE structure, and I like their economy model, so that kind of gives you an idea of where I am coming from.
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