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Veln

Alpha Tester
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Everything posted by Veln

  1. Does the core count as an element? :T And do the elements themselves have to be hit to take damage? Or does any part of the ship getting hit cause element damage. I'm asking for a friend ¯\_(ツ)_/¯
  2. imo just let players make voxel impact weapons, I don't think they would be that OP. Building a "missile" ship that kamikazes into an enemy ship is almost always going to be more wasteful than a ship with proper weaponry. A ship with proper weaponry could probably shoot down the "missile" ship before it gets to it. But hey, if they want to stick with no collision damage that can be fun too, it worked for EVE.
  3. Speak for yourself XD C# is amazeballs for game development. Have fun fumbling through your C++ state machine, I'll be over here with my fancy C# delegates ;P
  4. A 22 char password isn't gonna stop some dude with a botnet from brute forcing you XD It may take a month, but it'd be pretty inconvenient to have to change your password every month 2-Step Verification makes you essentially "brute force proof" in that they would have to have access to your text messages/e-mail/authenticator in addition to the brute force to get in. That, or figure out what your IP is and spoof it so the server thinks you're connecting from the same place you usually do (2-step usually only kicks in if you log in from a new or unusual location). But imo it won't matter till the game is out. I mean, what are they going to do if they hack you right now? Make forum posts? Join an org? XD There isn't much they could do at this point.
  5. Technically there's nothing stopping a company from paying you IRL to go into the game and put up a billboard with their ad on it. This wouldn't help NQ make money, but individual players/orgs could make ad revenue. However NQ would be within their rights to not allow IRL companies to advertise in-game.
  6. Here's a related discussion
  7. https://twitter.com/jcbaillie/status/896656233280753664 According to JC's tweet, even digging at that rate XD its not like you're going to run out of planet to dig up any time soon EDIT: My bad I didn't realize mefsh alrdy posted this tweet XD
  8. Yeah XD But also to point out, you won't necessarily have to pvp in this game. But if you don't pvp, you'll have to pay people to defend you or join an org that you can work for in an area they're protecting. EX: You just want to do mining operations. You make money off of the mining operations, but now that people know you're making money off of mining, pirates want to steal your crap. Use some of the money you made from mining to hire pvpers to fight the pirates. EDIT: I remembered there's a safe zone XD so you can probably stick to the safe zone if you want, but you probably won't make as much money, and claiming land there will cost you money.
  9. Well that's part of the game join an org
  10. Basically you can set permissions on territory you own / buildings you own / vehicles you own so that the trolls can't mess with them. I understand your concern but there are Minecraft servers with permission systems similar to this (see Minecraft mods like Towny and Regios). The biggest issue would be if you're in a small org and a big org wants the tile you built your stuff on and you can't defend it, but then that's not really trolling, that's just how the game works.
  11. What about the exotic dancers? You can't have a crew without exotic dancers :T
  12. Well the whole point of the exponential pricing is that it makes it easy to own 1 or 2 tiles but very expensive to own a lot of tiles. Here's an example of how exponential pricing works: ---------------------------------------------- In this case I'm going to assume the operation to find the tax is just your current tax multiplied by 2 starting at 1000 Quanta for the first tile (I don't know what equation they're going to use, it probably won't be this but I'm just making an example) So if I own 1 tile I'm paying 1000 Quanta a month If I buy another tile, now I have to pay 2000 Quanta in taxes. If I buy a third tile, now I have to pay 4000 Quanta in taxes. 4th tile = 8000 5th tile = 16000 6th tile = 32000 So you can see how an org owning a lot of safe tiles would get ridiculously expensive for them. There won't be orgs with hundreds of tiles under this system. A filthy rich org might have 10, which would be 1% of the total available tiles. Also owning just 1 tile would be relatively inexpensive, but this isn't something where every player is going to have their own safe tile. If you want to operate only in the safe zone, it would probably be smart to figure out who's going to own that land and try to get in their org.
  13. I hope I wasn't implying that there should be a predefined system for this made my NQ XD no no no no no lol I don't think NQ should code in another currency into the game, or some custom currency system. If they did that you'd probably have a bunch of yahoos making a million different currencies and it would get real stupid real fast. The system I'm describing is created by players using in-game mechanics, and it would be super uncommon (like the example where they're in the middle of nowhere and have no money as I described earlier) The org currency would be Fiat money. So just like the federal reserve in the US, they can give out as much of their currency as they want, but the value of each unit of currency goes down for each unit of currency added. Other markets are not involved in the process of them making more of their own money. The fact that they won't be getting any Quanta (which is what I'm told the DU official money will be called), is why they have their own currency in the first place.
  14. A points system is useful when the organization doesn't have money to give to it's members, but has a lot of other resources to trade. Example: The org has a lot of metal but is low on rubber and money, and they need rubber to make ships to fight in the war. People who give rubber to the org can't be compensated with money because the org will run out of money. If the org gives "org currency" for giving rubber, the members giving rubber can trade the "org currency" for metal at a higher rate than they would be able to using money. In this example, if the org doesn't have their own currency, the only other option is to try to sell the metal for money and use the money to buy rubber; but that may not be possible if they're getting blockaded from the market or something, which seems like something that would happen in this game.
  15. I would imagine the safe zone tiles would become the equivalent of owning land in Archeage, since no one would be able to attack you to get that land. As Lethys said: Which is part of what Archeage does with their player-ownable land. You get charged a monthly in-game tax for owning the land. In Archeage you also get charged exponentially more for owning multiple plots of land at the same time, to prevent people from becoming land barons and owning all of the land. I think NQ should also make that a rule for the safe zone tiles.
  16. You can make your own currency, but in a lot of cases I don't think it would be worth any of the benefits for how much work you'd have to put into it. The only exception I can think of is if you were going to pay people in your own organization with the organization's currency, and let them trade it for items from your organization. ( basically the same thing as DKP used by guilds in World of Warcraft ) I'm pretty sure there was an old post on the forums about how you could manage a system like this in-game XD EDIT: found it XD
  17. Japanese Mascots getting stuck in things: http://veln.tumblr.com/post/164417265421/k-ui-k-ui-k-ui-k-ui
  18. I don't think much has been said about this XD but please correct me if I'm wrong. I'd like to bring up the topic of objects in space causing an eclipse for a planet. If an organization in DU builds a space station between a planet and the sun, will that planet experience an eclipse if the space station is big enough to block out the sun? If the answer to the above is yes, then if an organization builds a mobile space station and puts it in orbit around the planet at the correct speed and angle, would they be able to keep part of that planet in a perpetual state of darkness? NOTE: The second question may or may not be inspired by a hilarious article I read about flat earthers thinking NASA was flying a blanket in front of the sun to simulate an eclipse to trick us because the earth is actually flat.
  19. I'm sticking by my stance that I think we should have teleporter pads, but limit them heavily to prevent people from abusing them in various ways :T In all cases I think teleports should require both a sending and receiving pad. I don't think people should be able to teleport from a pad to a non-pad position. In addition you can either: 1. Make it use fuel/electricity to operate and have it use more the further away the receiving teleporter pad is. 2. Same fuel/electricity concept except the cost increases based on how much inventory you're carrying / armor you're wearing. 3. Both 1 and 2 4. Make it so no armor/items (except for maybe some costume or cosmetic item, if that end's up being a thing) can go through the teleporter 5. Both 1 and 4
  20. It's the same math, how would it not be possible?
  21. They definitely can, unless they're going to let us use front-mounted guns to shoot at ships behind us XD These are going to be ships with guns placed where the players put them, not EVE Online ships where 1 gun module = 2 guns, one on each side of the ship so the orientation of the ship doesn't matter.
  22. imo shields should just be another health bar your ship has that prevents the parts from taking damage until it gets taken out. It could be something that isn't inherent to each ship, but would require you to have a "shield module" on the ship for it to have a shield. Alternatively you could have directional shield generators that only protect your ship from taking damage from a certain direction; that could get pretty interesting strategy-wise. I'm assuming with the way combat has been described to work, they'll already be doing checks to see "If you're facing the enemy/target" or "If the enemy/target is behind you" so a directional shield wouldn't be too hard to add to the game. I like the Hex shielding you're talking about but I think the directional shielding would be much easier for the developers to make, and easier for new players to understand.
  23. I think it would make sense to have teleporters, but have them use some type of resource every time you use them. This way NQ could balance it so that getting from point A to point B with a teleporter would be faster, but also cost more.
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