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Lord_Void

Alpha Team Vanguard
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Everything posted by Lord_Void

  1. Welcome to the community!
  2. I imagine this will be possible, but the size of the ship would probably mean it would be incredibly slow or incredibly expensive to fuel.
  3. I think that, at the very least, they should make a way to see all the organizations that a person is a part of. Then groups could audit new members and do a background check of sorts. Then what they do with that information is up to them. Simple to implement and supports emergent gameplay.
  4. Lord_Void

    Politics

    I think that will be possible under the proposed RMDS system. Of course, that will only happen if people want it to happen, and most groups will probably not go for a democracy. I can't imagine political parties working out too well either; they'd probably just lead to civil war.
  5. Yes. BOO is also a good option. It may even be particularly fitting for your preferred "hermit" lifestyle.
  6. Hi Tencoin and welcome to DU! There a number groups that offer great support and a friendly environment. I wouldn't worry too much about committing to one group or another immediately. Look around and talk to people, and find a group of people you enjoy being with.
  7. This should definitely be in Ark Pub. I agree with Anasasi, news will spread easily enough on its own.
  8. It is good to have you here. I enjoy your contributions to topics!
  9. I think it will be possible to continue to contribute through their shop after they set it up
  10. Hmm I'm not used to being one of the people not in the pirate group .... what do I say here? Grrr BOO ... wait, no that's not it. Grrr Brethren? I guess I'll go with that. Grrr Brethren! Welcome to the community by the way
  11. Blueprints cannot be copied with out permission. The only way you could do this would be to make your own blueprint inspired by the design of the other one. If you want to use lower quality materials you can but it will be reflected in the quality of the final ship. You can then sell your cheaper version for less money of you want. That's just the market at work, no fraud involved.
  12. Yeah this is exactly what I have been saying in a number of threads. I was merely agreeing that not having it in at launch doesn't make fantastic advertising. "You can build space guns" sounds much better than "You will eventually be able to build space guns". It makes no difference in terms of gameplay and is probably a good thing, just in terms of marketing.
  13. Agreed. At max, higher skilled players should be able to mine no more than 2-3 times more than a new player. What they should do is give veteran players more tools/skills that make mining more interesting. Things like finding better ore and being able to harvest it, or compressing ore or refining faster/better. Things like that give people an incentive to invest time in training it but don't totally eclipse new players.
  14. I really hope they add in "savage" planets later on. Planets where they environment is toxic, the weather harsh and the wildlife is lethal. Not every planet, but a planet or two in every system. They could have valuable resources that make them worth the risk.
  15. Yeah it doesn't exactly make for great marketing ...
  16. DACs cannot buy territory units. DACs can only be exchanged for game time or sold to other players for in game money
  17. Welcome AkiranBlade! I'll check your channel out. It will be good for the community to have lots of dedicated youtubers.
  18. Haha true. There will still be spreadsheets galore but they won't be as prevalent as in EVE, I imagine. I would enjoy having some hostile NPCs to spice things up in the game, but I don't think they will implement any sort of system for smuggling to them. It would have to be a very on-rails sort of system, too. For starters, that would go against the spirit of the game, which is that players create everything, so adding a bunch of non-player driven elements would go against that. Secondly, since all ships are custom made by players, it would only be a matter of time before people "beat" the smuggling game. They would design ships or devise strategies that would allow them to complete their trade runs ever single time, which would turn the smuggling into grinding: both boring and potentially unbalancing to the game's player driven economy. It would take a lot of development time for the developers to continually tweak and update the smuggling gameplay, which is time they could have spent making more elements for ships or improving other gameplay mechanics. Like you and Twerk talked about, smuggling between player groups will likely not be as glamorous as people imagine it to be. Certainly not like the movies. As you mentioned, I doubt any group is going to really work hard to arbitrarily outlaw certain commodities. Most smuggling will be in the form of tax evasion or transporting cargo through "dangerous" areas of space.
  19. Sweet! Something we can use to properly show off to the non-backers when the game launches
  20. When NQ has talked about NPCs they always used terms like "in the beginning" and "for the initial period of time" and "kickstart the economy". I think it has been widely assumed (by myself as well) that this meant they planned to remove them at some point, even though I'm not sure if they ever stated that directly. However, more recent phrasing has made it sound more like they won't be removed and will instead form a more permanent role. I don't think they have fully and directly addressed this question yet.
  21. Yeah that system always struck me as odd and immersion breaking. I think the system here will (hopefully) be more streamlined. NQ has said they want to make the lock on system so streamlined that you often don't even notice it.
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