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Everything posted by wizardoftrash
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Conflict at the Beginning
wizardoftrash replied to RX1334's topic in The Gameplay Mechanics Assembly
Claiming territories will require TU's (territory units) which as described so far, will be very challenging to construct. Ideally it would take a while before a TU could be built and placed, as some of the prerequisite material for them may be offword. The hierarchy may be... -planetary ship -extraplanetary shup -advanced refinery -TU -defensable colony Leaving atleast one vulnerable stage (ship to TU). No idea what the in-between will look like, but I'm hoping claiming territory will not happen in the first few hours. -
Use things built in the beta/alpha and turn it into "Ancient relics"
wizardoftrash replied to Semproser's topic in Idea Box
Seconded, it would be very neat to see really popular structures and ships to appear in the full release as leftovers. Not at a 1-1 ratio, but as a neat procedurally generated treat -
Without seeing how the balance works at all, no judgement can be made as to what is overpowered
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My Community Has Withdrawn Our Pledges
wizardoftrash replied to ChipPatton's topic in General Discussions
A reasonable comprimise. I agree (here and in the other thread). -
I too would agree with this comprimise, despite that I disagree with theft of DACs more or less unilaterally: especially since new players aren't going to accidentally end up with DACs. As long as the game cautions players that purchase DACs that they can be lost, and that the kickstarter DACs (which there will be a glut of and no good way to protect) are untouchable.
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People are debating almost as if the dev's haven't already decided. This reminds me of the debate that emerged when Gaia Online had released details of the RPG, and people lost their minds when the RPG would have nothing to do with their avatar items. There was a debate, however the devs were already mostly done with the game. So what's the goal here, is there some plan to mass-withdraw unless they change this? Because I'm not seeing that either
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My Community Has Withdrawn Our Pledges
wizardoftrash replied to ChipPatton's topic in General Discussions
I'm willing to bet that there are going to be some assets worth more than a DAC eventually. Not sure how intense building a Territory Unit will be, but if someone's got a TU on a very rare material, mining rights on that spot will probably be worth more than a DAC. As long as there are some worthy scarce tech and material in the game, there will be plenty worth stealing. -
Pretty sure the main supporters od stealable DAC's are the kind of greifer scumbags who make any gaming community a more toxic environment, motivated by making the game more miserable for other players, and aren't satesfied with just blowing up their stuff and killing them, but by pushing them out od the take entirely. Hate to be the one making a strawman argument here, but I don't think we want that kind of player. Rust is a (hilarious) hellhole, and I'd rather not have that kind of experience here too.
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My Community Has Withdrawn Our Pledges
wizardoftrash replied to ChipPatton's topic in General Discussions
Seems reasonable to me, I would have made a similar decision -
Hate to spoil the fun, but currently resource collection is exclusively by hand, with no indication that it will change. Also, the scripts that the robots will rely on to run will only run if players, probably just the owner, is close by. Also we have no idea if grid construction can be automated or scriptet. So apart from the fact that each mechanic that this will require to work has either been confirmed to not be a part of the game, or has had no mention at all, great work!
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Much like an MMO however, you might find that you need faster engines, not just more engines. Stronger guns, not just more guns. Otherwize the tier 1 ships will look just like the Space Engineers cube of death ships that are just tiled with turrets.
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Being online for lua scripts to run. The alternative.
wizardoftrash replied to Wicpar's topic in Idea Box
I mean, if a script will run if ANY player is close enough, that would be kind-of necessary for any kind of automated trade boxes to work, so I'm guessing it'll work that way. Now i just have to hope that there is a robust enough contracting system to allow scripts to put a bounty on a player with an expiraton date lol -
The existance of contracts would not make handshake deals impossible either, you are welcome to work outside of contracts even if such a system is present. see how it works out
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Sounds like it could work, alternatively someone looking to harras another org could just create a sleu of bounties for unilaterally taking out various aligned ships and players, effectively paying privateers per-head by allowing multiple players to take-on the same contract and having it pay out to the first to accomplish a given task. Wipe out the starship Kerebos: 1,500spacebux Kill snipeguy: 750spacebux Destroy lootcrate A on planet X: 25,0000spacebux Etc
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I think this thread has confused two elements of the game: The Core Unit, which is what determines the size and type of construct (small ship, large building, etc) provides the max build area and the ID of the physical object And Power Unit, which serves as a fuel tank or battery for player and construct systems. For now, we have only seen one power unit deployed in a demo, and it was deployed in the sample ship. We may find out that there are different strengths of power units, different classes meant doe each size of construct, and we may even be able to place more than one in the same construct. As it stands though, there is no specifics on how it works, but we may find that it is not the power unit that determines the ship's stats, but what elements are on the ship. It might be that for a 100% speed ship, you've just got to have high-tier engines, but that a common Power Unit won't power high tier engines. Balance and specialization may determine what combinations of power units and elements will translate to ship stat blocks.
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My Community Has Withdrawn Our Pledges
wizardoftrash replied to ChipPatton's topic in General Discussions
I am not saying the exchange will not ever change, but by "stable" i'm thinking more that after 6 months, DAC might exchange for a similar price at 7 months. Players are more willing to part with something if its value is fairly stable, so an unstable exchange rate = people being afraid to trade them = turning stolen goods into DAC not being feasible. And agreed, it is a stretch, but it is as close to theft id DAC as the system will allow. -
My Community Has Withdrawn Our Pledges
wizardoftrash replied to ChipPatton's topic in General Discussions
Guess you'll just be dissapointed! If you want to deprive someone of their DAC's or close to it, the best way I can think of is to waste their time. This all boils to time, time IRL at our real jobs earning money, time in game building stuff, time in game actually having fun. If you can waste enough of someone's time, its almost the same. Stealing their stuff, killing them in game, gaining control of their territory, any action you take to un-do what someone has done robs them of their time, but nothing else. I think a game company making a decision to prevent people from stealing tangible IRL money in their game is just fine. -
My Community Has Withdrawn Our Pledges
wizardoftrash replied to ChipPatton's topic in General Discussions
You don't steal someone's rollex to deprive THAT PERSON of their rollex, you steal it because you want a rollex. If it is impossible to steal a rollex because of ingame mechanics, you steal enough other junk, pawn it and buy a rollex. If you want to punish someone in particular, that's not piracy, its harassment. You can harass someone by means other than stealing their rollex. -
Doubt it! It'll just be an anarchy scumshow where no one trusts anyone, because mainly only scammers will be interested in such a system.