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wizardoftrash

Alpha Team Vanguard
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Everything posted by wizardoftrash

  1. I made a post about the possibility of players being able to Mint in-game currency from a rare in-game ore as a solution to insufficient currency in circulation. It is located in the idea box, but here is a quick summary. Since the devs can control the algorithms for world gen, they can decide how much of any given ore spawns on new planets. If there is not enough in-game currency inc circulation, new planets get a chance to spawn veins of MONEYTONIUM that is processed into in-game currency. As soon as there is enough currency in circulation, new planets no longer spawn MONEYTONIUM veins, they spawn iron instead (possibly even make undiscovered MONEYTONIUM veins into iron veins). Decent S
  2. I'd like to reel it in here and say it, this thread is starting to get really repetitive. If I start to see people simply re-stating things that have been already said, or re-explaining their view point continually, I'll continue to tribute, but I'll start mixing in memes. I'd rather not start directing people to Figure A.
  3. They will probably go some route like that, except probably different tier bricks would use different tier resources. To build said brick, you would need a miner that has specialized in mining to gather tier 3 metals. You would need someone who has specialized in processing to combine those metals into a tier 3 alloy/polimer. Then you would need tier 3 building to actually construct something out of that tier 3 alloy/polimer. Then tier 3 piloting to fly it, and all-in-all it'll take about 1.5 years of levelling up for a solo player to do it.....
  4. I don't believe that he specifically meant putting pressure on NQ. You can put pressure on the community to up their pledges and make sure the first stretch goal is hit. I already upped mine once, but I physically won't have the money to do that again. I can however bug the crap out of my usual playgroup to back the game, and have already begun.
  5. you'll fine though that carving will be tagged by the player that did the deed, much like constructs. If a player finds a construct (or in this case, a carving) that violates the games rules, there will be a report system and the construct/carving could be removed. Depending on repeat offenses, the player may even be banned.
  6. I'm willing to bet that mining is a character skill that can be leveled up over time, and that to mine higher tier material, your mining skill must be a certain level or higher. That or your skill determines how much waste mining produces, or at what rate you can mine, allowing players to be mining specialists.
  7. I thought about that too, but you already pointed out the problem I encountered. Alternatively a specific material could become a defacto currency, like bartering with gold or silver instead of cash IRL. Minecraft servers tend to work this way, where an in-demand resource becomes currency. The private server my group plays on mainly uses diamonds as currency, or iron for smaller transactions. At one point I did a mining survey and came up with an exchange rate based on what materials were found at what rate on the server's most common mining depth, and we just used that for trading.
  8. Ok, I think I understand what is going on here. I'll bring a fresh perspective to the table. Here is my guess. CvC pvp is not on the table as a launch feature because they want to hire someone who's main job will be building CvC. To have enough money to hire that person, they need to hit their stretch goal. This may not be a matter of allocation of time here. In theory a small team COULD reallocate their time to develop CvC before other game features assuming they all havr the same versatile skillset, but that is not realistic. Right now, you probably have team members contributing to the game in the areas that they specialize in, and that skillset is enough for the game with its current launch features to be out on-time in its current budget. But lets say it will take one of those members twice or three times as long to develop the CvC as someone who could be brought in and is already experienced in those kinds of mechanics? Not only is reallocating that dev's time groselly inefficient, but the dev wouldn't be working on the parts of the game that they are good at, and possibly wouldn't be doing to job they thoight they signed up for. If Dev A loves working on multiplayer code, Dev B loves working on the building engine, and Dev C loves and specializes in building world gen algorythms, how do you think Dev C would like it if the owner went and said "hey Dev C, the fans want CvC combat more than they want new biomes. 3/4th of our projected biomes will now be a stretch goal, you are going to build CvC for the next two years" If I were Dev C, i might not be working for them anymore. They might be fixed on hiring someone to build CvC because their current team simply don't want to build it first. Its not our game, its their game. Ok, so lets pretend for a second that the game gets finded (likely) and they don't hit their first stretch goal (unlikely). You are concerned that they won't be able to test CvC during alpha and beta of it isn't added till launch (true) and that they won't be able to test it after launch (false). Deff harder to test, but not impossible. Combat simulators, a possibel mini-gams of sorts where a player sits in a simulator pod, uploads their blueprint to the simulator, and fights against other players CvC without actually risking their ships. They would use this to test iterations of the combat system and balance it before players start having real engagements. Alternatively, they enable CvC just in some zones during the testing phase, and gradually expand the area as it improves. We all want CvC, we all want it on launch and in beta, we want it to be really meet, and I'm sure the Devs do too. They MUST have a good reason for making this a stretch goal, you will just need to respect that.
  9. There were going to be some differences between Atmospheric flight and space flight. Mass is probably going to interfere much more in atmosphere than in space, but I don't think the've fully ironed out how it'll work. I just don't think they'll have enough power to make this a realistic flight simulator AND an MMO, so I would agree that aerodynamics probably won't be a thing, but they might end up with really really simplified system for drag for example.
  10. I have heard that Elite Dangerous is kind of a slow grind to get additional ships that end up playing pretty similarly. Has that changed much with the DLC that the've added?
  11. We may instead find that without small voxels, we would just have huge art. Imagine an art gallery that is meant ro be viewed from a spaceship, or that is displayed around the outside of a space station and viewed from a distance (making it appear smaller). You could have an art museum station that is fairly small with a great number of windows and display huge art pieces all around it. Artists might have to attach ship components to the back end of their giant painting to haul it from station to station
  12. As it stands right now, the devs plan on setting up some NPC traders to get in-game money circulating. At a certain point they plan to remove the NPC's, and allow the amount of currency that is out there to simply continue circulating. When the currency is at a "fixed" value, as more players start to play the game, the in-game currency will start to deflate, as more players will need currency, and players with currency will occasionally quit playing, leading to loss. So in theory, the NPC's could simply reappear to add more currency to circulation.... or instead... How about have a rare ore in the game mintable into in-game currency? So what resources are present on a given planet is procedurally controlled by the devs, there can be an infinite number of planets, so in theory the currency supply could increase to any given value. Lets pretend for a moment that a rare or called Moneytonium is in the game, and its only use is to be processed by a machine into in-game currency. For one, now printing money is a profession that requires some infrastructure. People would have to mine it, and then process it into Moneytonium. This is kind of neat, as it sort of works like Gold Mines back in the day of the gold standard. There are a few problems that this could present, but there may be solutions to these problems as well. 1. The currency could inflate out of control if currency is being added to the market in large amounts. This could be a really big problem, as players could dedicate huge amounts of time to mining for Moneytonium so that they can buy their ideal spacecraft instead of mining for the needed materials to build it. Solution: Control the spawn rate of Moneytonium veins in planets. Once there are enough spacebux for a stable economy, the devs could just flip the "Spawn Moneytonium Veins" switch, and no new veins can be discovered or scanned for, they will simply stop spawning ( or iron will spawn there instead). Once the currency begins to deflate too much again, then they can flip the switch back on, and newly discovered planets now have more Moneytonium. This could be implemented in the event that player behavior favors mining for Moneytonium instead of mining for other resources and producing goods. plus we might not even need this kind of fix, as if the currency has inflated so much that spacebux aren't worth much, it won't be worth it to mine for and process Moneytonium anyways unless you are in a VERY REMOTE COLONY and NEED that money for your local economy. If you are far enough away from trade hubs, the value of iron on homeplanet prime won't be relevent in the way outer rim. 2. There is a conceptual problem with an in-game material (Moneytonium ore) becoming a digital currency that can't be touched or stolen. How exactly does that occur? Matter can't exactly become data right? This is a tricky one because digital currencies simply aren't grounded in physical things, and the Moneytonium ore into spacebux transformation is a bit bizarre. Solution: I've got nothing for this one, however NPC's that mysteriously circulate digital currency is a strangeness in itself too. I can come up with a good flavorful reason for this to make sense, that AI's that immegrated with the humans needed to establish a currency, so they arbitrated the currency system. They re-appear to distribute more currency if they see civilization struggling with managing their economy, it sorta makes sense. But what do they do with what they trade for? where does it go? Emerson has to give somewhere for a game to be fun, otherwise we would be bored out of our mind while our characters spend time cooking, eating, using the toilet, and sleeping. TLDR my solution here is that breaking immersion is simply a needed comprimise. 3. What happens when someone just keeps hoarding spacebux? In theory, if the currency reaches points of inflation, players could trade fewer goods for larger quantities of spacebux. Imagine an org doing this, harvesting resources in a safe way, trading them ONLY when people are mining enough spacebux to inflate currency, and then just sitting on the resulting bux. On the flip side, an org could aggressively mine Moneytonium for a long time and either wait to mint it to avoid triggering the inflation saveguards in the game, or mint it continuously but not spend it, to accumulate a ton of wealth without inflating the currency. Then in one swoop, buy up everything they can and crash the market? Solution: In the same way that you can effectively "mine" money and process it using a mint unit, they may create a corresponding element that turns in-game currency into other rare materials at a fixed rate, but ONLY when inflation reaches certain thresholds. This provides a way for players to leech money out of the market if the price of goods gets all wacked out, and a temporary crash would then not have lasting consequences. This will work especially well if the digital currency is some kind of energy instead of data. If Moneytonium is a charged or irradiated material, and the printing process extracts said energy into spacebux and leaves stone or dirt as a byproduct, then perhapse what's special about this energy currency is that a large amount can be compressed into rare crystals or metals, and only when the galaxy has too much of that energy floating around. So here I've got a pretty good framework, let the flaming begin!
  13. I'm fairly certain that in their description of the Construct vs Construct stretch goal, they discussed that a ship could have a Repair Element installed that when powered, repairs damaged elements and voxels on the ship. This is sort of like having nanites repair the ship, or having fields reinforce the structural integrity of the damaged areas. We don't have much info on how effective these repair elements will be, but in theory a large-ish ship with a tough hull, ample power, and good shields could withstand a non-stop attach from a couple of small ships. Since attacks will sometimes partially penetrate shields, having a repair module running 24/7 could negate that penetration. However this element repairs the ship that it's on. We don't have any info yet if there are plans for a module that can repair other ships. It would be pretty sick if you could script the functionality of a group of ships to continuously repair each other provided they are at full health, thus a swarm of linked fighters running the script would allow the fighters that have been unscathed to loan out some repair capability. But it also sounds like this might be a tricky capability to code, and probably a high-tier tech to build and install. We'll see.
  14. Sorta, there just isn't much detailed info on this topic yet, but it is very interesting.
  15. This sounds fantastic! I'm hoping the contract system will be robust enough to allow a space race mechanism to work. Plus this gives builders two big genres to explore: hover racers and race tracks. This is a HUGE conceptual contribution! Depending on where the races take place, you might have a zone where the TU's permissions allow or are susceptible to outside tampering, so racers might have an incentive to add shields to their construct despite weapons not being allowed. Similarly, there could even be an underground circuit where weapons ARE permitted.
  16. This should be possible using Scripts as well. I had discussed in the "player proximity for scripts" thread, where scripts will run if any player is close enough to them. This will allow players to build things like Scripted Minefields, a construct that simply runs a script where any unauthorized ship that is close enough to receive splash damage will trigger them to explode, and possibly even trigger a message to be sent to the mine's owner that it went off (so that the owner of the minefield can inspect the wreckage). If there are explosive charges or blocks in the game that can be detonated with scripts, you could have a self-destruct script that goes off any time someone attempts to hack your loot boxes, or any time an unauthorized player attempts to access your cargo, even any time your ship is nearly disabled or destroyed (like a doomed titan in titanfall).There would have to be a way around it, for example the pirate would have to destroy or disable the element where the scripts are stored and run before trying to loot your ship/crate. Here is another trick though, we might find that destroyed ships/boxes/constructs drop a portion of their contents and resources on destruction, sort of how a player will drop a portion of their inventory on death. This might make piracy profitable anyway, just less-so.
  17. We don't have enough info to make an assumption on this, but I think I can toss around a few ways this might play out. TLDR: it depends on how much a core matters, and whether or not you can destroy a core but leave the construct mostly intact. If its all about whether or not there is a core, or if you can place your own, there might be a process for salvaging constructs. Destroying a construct will probably "drop" some portion of the resources used to build it, but I'm willing to bet much or most of the original resources will be lost in the destruction process. Unlike Space Engineers where things can be taken apart 1 for 1, salvaging constructs will probably not be a terribly profitable play style in DU. If a construct with a core is abandoned in an area where there is no TU, and consequently no regional rules or laws, probably no player will have the ability to edit the construct (as the builder will have exclusive edit privilege), but anyone will be able to destroy it. Destroyed constructs may drop some of the resources used to build them (not confirmed). If a construct without a core is abandoned (or not), and is in an area where there is no TU, probably any player can edit it and consequently harvest it. The Core is what makes something a construct with editing restrictions (Though a TU might prevent unauthorized players from editing terrain). It MIGHT be possible to destroy a construct's core, and either edit/savlage the core-less construct, or place your own core, which may give you editing privileges.You may even be able to HACK a core, in the same way you may be able to HACK a storage box or door. This is a big giant maybe. If a construct of any kind is within a TU, any editing is restricted to authorized players and orgs, including editing core-less constructs and terrain. Players may still be able to destroy constructs, and destroyed consructs might drop some of the resources used to build the construct.
  18. We all agree that something like this will probably exist, or need to exist for the game to work well. I'd say though that there should be some functions they will want to add, for example the ability to create a plane on which it will mirror your additions. This will allow us to create complex symmetrical components. Space engineers has a system like that for creative mode, and you can move the "center" of the plane so that what parts are symmetrical and where can change. The ability to have complex voxel elements stored in your library might make that unnecessary, but only if there is a way to invert/mirror the elements instead of just rotate them.
  19. EDIT: I did form the org, it is call the Wayward, you can find the link in my sig. I'm going to be forming (another) connected org for deep colonies, and might be interested in establishing a fairly remote hub unless there ends up being serious travel limitations based on tiered ship parts (it may be that to go further than X distance from the start planet, you need a more advanced engine or ship drive or something). Stargates will eventually be a thing, but that is a loose plan they have for a post-launch expansion.
  20. I'm game for almost any system here, if it ends up being a system that mote closely resembles PLEX, I'll find a way to work with that. Above all though, we don't want any system that creates a chilling effect on kickstarter backers. If Kickstarter Rewaed DAC's can be stolen day 1, or if potential backers get word that this will even be a possibility, this will hurt the funding track of the game and possibly cripple the project. The damage that a "Lootable DAC" announcement will cause will FAR OUTSTREACH the backlash that ensued when the opposite was declared. There might be some very outspoken supporters that are in-favor of exposing their rewards to risk, but the silent majority could withdraw support in throngs. I'll support any decision made here and I'll take my memes somewhere else, but this has GOT to be a decision made for the success of the game instead of individual player preference, it is bigger than that.
  21. I'm now loading up Empyrion and getting ready to play some Andromeda Rising server goodstuff I'll let you all know how it goes!
  22. Getting Ready to try Empyrion

  23. Welp, time to a bandon the thread! But for real, that kind of collective KOS nonsense is an ACTUAL plague. This isn't Rust.
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