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wizardoftrash

Alpha Team Vanguard
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Everything posted by wizardoftrash

  1. Any thread where I have to drag out the dead horse is a good time.
  2. Seems legit! I'm not a huge fan of the idea that we might need to track food in an MMO, but hey, some of my favorite games do it. We'll just have to find out! (Makes part 1 of my story arc work).
  3. Source? I don't recall the devs ever mentioning food
  4. Sand, All up in my Junk, Part 1 Stier didn’t remember landing, nor did he remember walking all this way. He could see his own footprints however, and not in view of the Arkship he wasn’t quite sure how far he’d gone. His head was pounding, his legs felt like limp and sore, and the grit of the place had gotten to him. He was in a desert. The sun was furiously bright but beginning to dip to the edge of the horizon threatening to begin to set. He was doubled over at the edge of a sand dune as pale as an eggshell staring back at the tracks left by his ascent. It was unclear if he had walked or crawled to his current position, but he was certain that he would be unable to summit the next mound to the west. The bottom of the valley shows cracked earth of a rainy season past. Stier had a moment of panic, but realized that his suit not only shielded him from the heat and the cold, but recycled his liquid waste with almost no loss. Water would not be a problem, nor food as his Nano-former had plenty of protein solution stored in it, and more than enough energy to disperse it. He stared down at his scratched display and despite the comforting evidence of his ensured survival, the panic did not fully subside. Instead it retreated just enough that it didn’t fill his mind just as the sun’s orange glow had begun to peel back against the night. The day subsided too quickly and his fear left far too slowly. It was about time for some shelter. Stier swiped through the menu on his Nano-former again for survival polymer but was dismayed to find just the protein solution. He rolled his eyes and took a few sphere-fulls of sand from the dune. The structure of the dune shifted and gave, and he began to tumble violently head over heels down the dune until stopping at the rocky bottom of the valley followed by a sand-flow up to his shoulders. Shielding technology was advanced enough to prevent a starship from crashing full-speed into a skyscraper, but somehow he managed to bruise his rear on the rocks through his personal shields. He stood, and groaned while nursing his new lump on his backside. Stier didn’t think he had any blueprints for structures made out of sandstone, and he hadn’t had time to learn how to turn sand into glass with the Nano-former. He had just landed after all, and the simulator was pretty different from where he had managed to walk to. His lack of memory worried him as he constructed a dome with a simple entrance not unlike an igloo, but out of the sand he had collected from the dune. It was surprisingly tough for being made of sand, the grains were compressed into a solid form, but he did manage to chip the entrance a bit with his helmet when he tried to crawl in. Stier tried to get comfortable in his new shelter, however his groin was badly chafed. The sand had worked its way into his suit, and based on the sting he realized that the area had become enflamed. His first thought was to go ahead and remove the sand with his Nano-former, but seeing the reduction sphere overlap with his crotch, it occurred to him that he might lose more than the sand if he went through with it. Staying put for a while seemed like the safer choice, so he took a break and went AFK (Away From Konsciousness). Day snuck up on him, and he returned to find chunks of his shelter was missing. He remembered the simulations, someone had tested out a plasma rifle on his hut! Stier crawled back out of his shelter on hands and knees and found two other spacers, each with weapons pointed right at him. He could see the combat warning blinking on his display. Their suits were a newer model, probably Omegas that got on the ship after the initial launch. One of them had a Lv.1 PET with him, poor thing’s legs were moored in the sand. “Nice Hut” mumbled one of the Omegas practically breathing into his mic. He was sporting the basic concussive pistol, probably spent hours trying to get magnesium for bullets. “Drop your DAC’s Alpha” cracked the prepubescent voice behind a laser rifle. This one was also an omega, but might have traded his PET for a decent weapon that uses his Nano-former’s battery instead of solid rounds. “Can’t drop DAC’s noob, they are digital” replied Stier, “contract or trade transactions only, just like spacebux”. “I said drop ‘em!” cracked the child again, this time firing twice and missing. It was unsure if these were warning shots, or if his weapon skill was just that bad. “They don’t drop on death either, DNA coded like spacebux too” said Stier, “only the Nano-former discharges on death and it’s pretty lossey”. The mumbler shot this time, one bullet hit Stier’s shield membrane above the right shoulder staggering him. The second one caught him on the left side of his helmet, crushing the shield and making its way into his skull. Stier came-to in the Arkship’s infirmary missing a few cubic feet of sand.
  5. I recommend Gold level or higher, gotta have enthusiastic players to help with alpha!
  6. you know, point taken. I was thinking about what animals would provide as far as crafting materials that you might not get other ways, but wool from an alien sheep might make a good wiring insulation or something like that. Heck or an animal that grows carbon nanotubes. This would deff have to fall under the category of "maybe in an expansion"
  7. This thread is getting extremely repetitive. Player A says the game will die if it costs money, player B says deal with it, repeat repeat repeat. If no one has anything actually new or constructive to add here, I'm going to go ahead and leave it to this guy to summarize this thread's activity.
  8. So from the looks of this thread, there are players who have declared they would rather play something else. That's fine, because they have plenty of quality free-to-play scifi sandbox mmo's to choose from. Have fun! <3
  9. You may have the damage bubble mechanic a bit backwards. Successful hits from attacks create a damage bubble, damaging elements, destroying voxels, and damaging players within that bubble. Destroyed elements don't create a damage bubble, the damage bubble destroys elements. If there is some kind of chain-reaction mechanic it hasn't been announced yet to my knowledge.
  10. There is an interesting thing here that people are kind of ignoring regarding core destruction and placement, mainly we aren't sure how Editing rights works yet. Placing a core in a construct constitutes Editing. If Editing Rights is not tied to the ship's core, that whole "destroy their core, place your own core" system might not work. The devs have mentioned hacking before, that players might be able to "hack" a TU. The same might go for a ship core? We might find that destroying a core in a ship and placing your core is not the answer to how theft will work in the game, but HACKING sounds like the key skill for theft. Wouldn't it make sense for a character who specialized in the hacking skill to have this ability? food for thought.
  11. This is not a survival game, it is an MMO. Raising livestock is way off-genre here. As it stands right now, needing to eat food is not slated for this game, so there is no need that farming really fills here. This is not a small feature that is being asked for, I don't think the Devs would be up for adding something potentially complex on a whim. Also as it stands right now, animals aren't even going to be a part of the game (though they may add them in a future expansion as a PVE element).
  12. Plus, with a Lock-And-Fire system there isn't a ton of exciting things they can do with weapons other than different stat lines. Like other MMO's, you can expect there to be quite a few weapons, but that they are likely quite similar with the exception of how strong they are, how fast they are, what they look like, etc.
  13. Some SWEET emergent things that could come from this... -Pirate Treasure Maps: If killing a player allows you to duplicate some of their MAP data, then you could end up finding locations where a pirate left their loot! -Selling map data in-general: really helps balance the fact that scanning is an entire skillset. A solo player who specializes in scanning could make good money on the markets, especially if it isn't a common specialization. Orgs will be VERY interested in recruiting prospectors. -Gifting/trading map data: will be a great way for inter-org cooperation, and a great bargaining chip for negotiating alliances. What better way to form a diplomatic tie than to share known universe info? -Lots of Public Data: There will be plenty of players and orgs that will give their info away, which will make buying map data or scanning for your self not entirely required. Also, merchants will likely want to add their location to public record, or not in the case of black markets.
  14. You wouldn't set mines in a whole bubble, you would set them in a popular LANE of trade. For example if people are consistently transporting toods from Planet A to planet X for a profit, you've got a straight shot where you could place mines at several points to catch merchants. This would get even easier with Stargates, as you could simply plop mines in a zone at the gate's end-point. Players use a gate to jump, can't detect mines from that distance, and they drop out of warp into a minefield. good times ~Not a pirate player by the way, just considering how this could benefit an ORG
  15. To be honest, I have no idea if they really will finish or not. I too got on the Space Engineers train, I watched Star Citizen eagerly, and kept an eye on games like Elite Dangerous and No Man's Sky. I was also hugely into Spore. One thing to keep in mind is that I don't consider any of those games to have fallen short. They all have problems, but I've REALLY gotten my money's worth out of almost every kickstarter or greenlight project I've thrown money at. The amount of time I've played Space Engineers always throws me for a loop because the multiplayer problems in that game are a huge detractor, but I keep coming back because it is still a good time. I'm backing the hell out of this game not because I think it'll actually be everything we hope it is, but because if people like me don't back it, it won't have a chance. And so far, even if we pretend for a second that we ONLY get what they promise and don't get anything they have slated for the future, it'll still basically be my DREAM GAME. Elements of EVE Online, elements of Minecraft, elements of Space Engineers, and elements of an MMO and you've got me. Even if it ends up being a buggy sack of garbage, I will probably play it until my machine melts (Space Engineers actually killed my previous computer). So it boils down to this. You should back it so that we all have a shot at getting this great game. Games like Space Engineers never promised to be able to handle thousands of players in one world, but it looks like these guys are making technical compromises to make this really work.
  16. Any good defense has countermeasures, but having script-activated mines or stationary defenses allows an org to "control" passage through an area of space without actually owning a TU there. Assuming players aren't limited in how many constructs they can each own, an org could scatter a bunch of simple scripted space-mines that don't pop on org members, or floating turrets that ping an org member when they run out of ammo through a script. Plus pirates could also use this tool to sabotage major trade-routes. Mines all over a trade rout would be a whole lot of wrecked or damaged freighters. If they implement a jump-drive mechanic, jumping through space might circumvent space mines, but on the flip side placing the mines where players tend to drop out of warp would be hella effective.
  17. I too have a huge bin of legos and the hover bikes don't need to be the size or scale of a bike, but I believe that if a light hover vehicle can be built with three, or even two hover units, I can imagine some pretty slick looking speeder designs even given the voxel scale that has shown up in the previews thus far. I predict that we will be able to make some fine looking mini-shapes using a combination of the "wedge" shape, the bridge tool (connecting two surfaces), and the subtraction tool to "sculpt" shapes smaller than the small square shape. I'm eager to get my hands on the tools!
  18. Yes because modern science has proven something impossible, science FICTION cannot do it. Its a computer game. People instantly message each other across Azeroth in wow without any technology at all. I think we can suspend reality for something so simple.
  19. It'll be kinda neat too to have an "antique" design from alpha on the full release marketplace. I'm curious if we see design trends shift evough during the different phases that the "hot" end-beta designs end up looking completely alien compared to the alpha blueprints? Then there could be culturally an antique look and a modern look for ships, a player may even want to collect antique ships? This opens some neat doors that I'd rather not see close. Plus keeping blueprints incentivizes players to do exactly what the devs want us to do, emphasize building and cooperation. If I build something in Alpha/beta that I want to re-build from BP in the release, the fastest way to do that is get help and team up! Share designs for feedback, share scripts to get the "perfect drift" on our hovercars for the hovercar races. All kinds of good stuff here.
  20. In our society, we MUST buy and sell things to live a normal life. That will NOT be the case in a game where a player could mine, refine, craft and build on their own or benefit from all their needed services in-org. We'd see a defacto currency emerge if players moneyhog, pretty emergent solution if it occurs.
  21. That would discourage players from spending currency, keeping it off the market.
  22. https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg/posts/1690156 They said that blueprints will be the only thing that won't be wiped after alpha and beta, and so far their message has been preeeeettttyyyy consistent. and the rest of your post is pretty solid, I don't beleive it will be an insanely unfair advantage, but it'll be a big help to people who want the look of their ships and structures to be solid. Players will need to make tweaks as versions go up, but a player with an alpha and beta's worth of building experience only needing to tweak a ship is going to be a tangible advantage over players building from scratch day 1. Plus, if a player can turn around and sell BP's in the early game, that is sort of a way to build a product pre-launch for an in-game advantage. An open beta would be a good way to even the odds too, but those players won't have the same amount of time to learn the systems and controls as the players during Alpha and Closed Beta.
  23. After giving the most recent Kickstarter update video a listen, I got a nice little nugget of info. ~Blueprints will not be wiped between Alpha, Beta, and the Release. This gives a tangible advantage to players at the gold level and higher, as the time they spend building (and helping test for that matter) the voxel system, ship building, and base building will get to carry-over all of their blueprints and potentially have an economic advantage at game launch. While other players are trying to develop ships from scratch or working off of the start ships, Alpha/Beta players will already have designs with a slick uniform look and possibly so will their respective org. Despite not having access to all launch features, this makes ORG play viable at least in Beta to acquire an advantage for main release. Does this provide an unfair advantage to Alpha/Beta players? An advantage sure, however our characters probably won't get to keep the levels we had to gain to make those builds possible. When the wipe hits after beta and before main launch, every other tangible resource will still be an obstacle for players who have a bank of blueprints from the previous versions. I for one will try to flex my Alpha and Beta muscles with the Alchemists to get a head start on builds! Pretty neat eh? I'd HIGHLY recommend upping those pledges to at least gold at this point if you haven't already
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