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Alsan Teamaro

Alpha Tester
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  1. Like
    Alsan Teamaro reacted to Juvenius Drakonius in SHIP Ideas Box   
    You got ideas for ships? Links ? Photos? Videos? Plans?
    LINK THEM HERE
     
    I've been following this blog for years.... http://conceptships.blogspot.com/ amazing ships there
     
    Hope to see some amazing stuff
  2. Like
    Alsan Teamaro reacted to Veld in Should automated static defences be added to duel universe?   
    Not necessarily a specific meta. Tactics are only as effective as the enemy allows them to be. Meta is a term that applies to FPS games where balance is a major goal imo. Not like in DU where the diverse gameplay is not in the weapons used but in the players' stratagem.
  3. Like
    Alsan Teamaro got a reaction from Veld in Should automated static defences be added to duel universe?   
    In my feel, automated defences have as much sense in DU as in real world. It's realistic, it's useful, so go ahead.
  4. Like
    Alsan Teamaro reacted to CalenLoki in Sugar, Spice, and everything worth killing for: Food   
    I'm more into agriculture as a way to make players shape the land a bit more.
    I'm not much into tedious clicking on can icon every half hour to avoid starvation/buff some stats.
    Thus I'd rather have plants as part of necessary industry: either as basic source of bio-fuel, or as base ingredient for "spawn tokens". Both would completely change the game is played from planet to planet. On green ones flying and respawning would be cheap, as you can easily cover large areas with fields. On barren planets, asteroids or space stations it would be really expensive, as you need to either import it or grow in expensive hydroponic basins.
  5. Like
    Alsan Teamaro reacted to Korvid Rin in Sugar, Spice, and everything worth killing for: Food   
    I agree with everything said above.  This mechanic would add some real depth.  I think that anything that gives a bonus should have a malus along with it.  And I think pharmaceuticals,  food processing,  etc.  should be difficult.  Lots of research,  building facilities,  farming/synthesizing,  etc. It shouldn't be something you can just "pick up" as a hobby when you're not mining,  ya know? 
  6. Like
    Alsan Teamaro reacted to CoreVamore in Sugar, Spice, and everything worth killing for: Food   
    Sounds fine until u ask yourself.... who will do the mundane job of farming?
  7. Like
    Alsan Teamaro reacted to Korvid Rin in Sugar, Spice, and everything worth killing for: Food   
    Anyone that would enjoy that type of play.  Tons of people play that one farming game, (you know,  on fabo)... 
     
    I'm envisioning solar orbital platforms hundreds of km2 supplying the "consumable" food/biofuel/pharma/etc.  
     
    That's a lot of possible economic depth. Not to mention the building and logistical issues that would be pretty cool IMHO. 
     
    Think of the wars that could be fought over "spice". I mean you could make a movie about that kind of economic scenario....
  8. Like
    Alsan Teamaro reacted to Korvid Rin in Sugar, Spice, and everything worth killing for: Food   
    @devs , I need a desert world with giant worms somewhere in the universe.. 
  9. Like
    Alsan Teamaro reacted to Aaron Cain in Sugar, Spice, and everything worth killing for: Food   
    I would, not full time, but with the suggestions made here i would surely build a plot or two and add a pharmacuetical lab in one of my buildings too. Farming wont be a fulltime job, specially if it bares any resemblance to real life. Pharmaceutics will be a different story, but the research and devel;opment combined with a pharma plant are just too interesting to forget about it. 
  10. Like
    Alsan Teamaro reacted to NanoDot in Sugar, Spice, and everything worth killing for: Food   
    Those people that get tired of the mundane job of mining ?
     
    Did you know, there's a game called "Farming Simulator 17" on Steam, which is ranked at 76th most popular game on Steam ! 
     
    Just because you think "farming" sounds boring, doesn't mean everybody else does too...
  11. Like
    Alsan Teamaro reacted to Vyz Ejstu in Heimera Trade Xchange   
    "
    Congratulations to @Falstaf for the second Community Spotlight: https://www.dualthegame.com/en/news/2018/04/10/community-spotlight-2/
     
    You deserve this one Falstaf, and we're as happy as you could possibly be with the interview and the spotlight. It's great to see your hard work with Oz getting limelight too!
     
    Many cheers and good wishes from all of us at the HTX!
    "
  12. Like
    Alsan Teamaro reacted to NanoDot in Sugar, Spice, and everything worth killing for: Food   
    There's no shortage of land in DU... is there ?
     
    If farming requires sizeable fields to grow crops, that could throw an entirely new light on the value of "good land" on planets. Barren planets would have to import food, etc., or could possibly grow crops commercially that don't do well on "earth-like" planets. Perhaps some exotic alien cactus-analogue has amazing medical applications !
     
    If food and medical items become popular and sought-after in the game, then the means of producing the raw materials to make them can become a significant part of game play, and would provide an alternative to the current "mining is everything" scenario that DU will be starting with.
     
    Agriculture and Forestry could also be used as a source for raw materials/chemicals needed in general industry, it doesn't have to be all about food and/or medicine. Various plants could provide sources of biofuels, acids, textiles, etc. that can be used to make and power ship elements.
     
    Our civilization on Earth started with agriculture, after all.
  13. Like
    Alsan Teamaro reacted to Aaron Cain in Sugar, Spice, and everything worth killing for: Food   
    Whatever the bonus/malus will be, food will be great to have from a design and trade point of vieuw and as an extre part to the emergent nature of DU. For pharmaceutics its the same. Adding those would really make the design of research labs a need and open a whole new creative angle in DU.
    Please Add both, and while doing that add drinks and maybe domesticable wildlife too. Not joking, anything to add to the diversity of DU.
     
    Let me give you a thought:   SpaceWhales 
  14. Like
    Alsan Teamaro reacted to Peregrin in Dual Universe Lexikon   
    Building the wall-of-text, one daily brick at a time.
     
    Also: stars and #314f55.
  15. Like
    Alsan Teamaro reacted to ShioriStein in Sugar, Spice, and everything worth killing for: Food   
    Cant wait to see Space WEED.

    "Get high" Captain.
  16. Like
    Alsan Teamaro got a reaction from ShioriStein in Sugar, Spice, and everything worth killing for: Food   
    Those eyes, ShioriStein... It seems you're getting VERY high! 
     
    Now, imagine the potential of that in so many levels. That's a fact, even if we talk of legal pharmacological drugs in DU, created  by industrial organizations to combat certain possible deseases caused by, for instance, mining or getting exposed to certain substances or steams in planets, moons or asteoids. 
    And I remember specially the movie Outland (1981), with Sean Conney, when miners in an asteoid are drugged by the chiefs to work harder and be more profitable to the company...
     
     
    Those were some of the collateral effects of the drugs....
     
     
  17. Like
    Alsan Teamaro got a reaction from Captain Jack in Sugar, Spice, and everything worth killing for: Food   
    Well, that's a fkn good reason!
     
     
    And imagine how the industries and economy would appreciate it.  This is not only a cultural or recreative or gustative or survival question.
  18. Like
    Alsan Teamaro reacted to Captain Jack in Sugar, Spice, and everything worth killing for: Food   
    With the various elements of game play like combat, economics, exploration, industry, and politics, I can see where agriculture/food could play a role too. I was at an in-game bar this weekend and would have killed for a pint.
  19. Like
    Alsan Teamaro reacted to AzureSkye in Sugar, Spice, and everything worth killing for: Food   
    After the rather poor reception of my propose sleep mechanic and more research into combat, I feel I can offer a unique spin on the idea of Food.
     
    First and foremost: Food should not be required to survive. This is not a Hard Core survival sim (though I wish it were, sometimes).
     
    My proposal is thus:
    Food will give bonuses/maluses to stats. These bonuses/maluses will be in the single digit percentage ranges and will cover a few skills at a time, with one primary. (+5% shooting, +2% reload, +1% crafting, +1% dodge) Food items can be combined to improve their "taste" and the bonuses given. (For example: Raw Wheat will give a small malus, raw flour will give a malus, but a cake will give a bonus.) All food items will have "taste" profiles and modifiers. The profile determines what "taste" is added when combined, while the modifiers alter the "taste" of the other ingredients. (This will probably be best displayed as a radar plot) All players will have a randomly generated "palate" that slowly and randomly evolves over time. This "palate" determines how much of a bonus is gained from the food. "Tasty" foods give bigger bonuses, "nasty" foods give maluses. It will take years before a "palate" noticeably changes. This will be shown in the UI when a food is selected. (General Bonuses * Palate modifier = Actual bonuses) Bonuses will last for 3-4 hours, with a slight increase during the first hour and then a steady drop off afterwards. Maluses will only last for 30 minutes and quickly decrease. Every food has a "satiety" value. You can only eat so much before you are full. Once you are full, further eating adds Maluses, rather than stacking Bonuses. The more you eat, the longer the bonuses last. Spices will exist that have small "satiety" levels and limited "taste" profiles, but they will have large "taste" modifiers. (Don't like savory foods? Add cayenne pepper! Make it spicy!) Finally, all plants will take months to grow and harvest, however between planting and harvest, the plants will require minimal supervision. They'll require more supervisor the less friendly the climate is to that plant. Harvests will produce a great quantity of food. (Farmer's should be able to explore the universe too!)  
    The purpose here is many-fold:
    To encourage economic activity by creating an intuitive category of good. Most people understand food and how good eating is good for them. This idea is focused on organizations as the primary producers and consumers. A solo pilot isn't going to mind being a few percentages slower at mining, or reloading, or crafting. But on the industrial scale of large organizations, these foods will be very important to squeeze out every Quantum. Wars have been fought over spices and I see no reason DU can't be the same. I've always disliked games where plants grew very rapidly. To gather a large stockpile, you were constantly running from plot to plot, planting and then you only have a few hours before you need to go harvest everything. Plants take time and care. Insta-plants aren't fun. The random element to the food is because a) everyone likes different things, and b ) this way there will be no "best" plant. What's in demand will change with the seasons and the years.  
    (P.S: Wooo! 100th Post!)
  20. Like
    Alsan Teamaro reacted to Lethys in Sugar, Spice, and everything worth killing for: Food   
    I would love to see some kind of Drug/food mechanic (if it's not too OP, not needed to play and not broken ofc).
    One small addition: every food should have a bonus AND a malus . I actually quite enjoyed eves approach there: increase armor repair bonus, but take a hit on armor hitpoints and a hit on capacitor capacity. If such mechanics only have a plain bonus without a malus, people won't ever use the bad food at all - because it doesn't make sense. If such a bad food gives you a huge hit on velocity but halves your reload timer on guns.....
     
  21. Like
    Alsan Teamaro reacted to JackRuby in Hello everyone!   
    Excited to be here and can't wait to see the game progress from such an early stage!  Watched a lot of the YT videos and was excited at what I saw and heard.  Seems to be exactly what I've been looking for in my 20+ years of gaming lifetime.  
  22. Like
    Alsan Teamaro reacted to DoxieDoc in Incentive and ability to build cities in non-protected areas   
    Yes I'm suggesting that the center zones would have layers of defense. If there are no automated defenses, NPC guards, or shields which last for multiple days then the game will likely devolve into a wasteland outside of safe zones. 
     
    The scenario I'm more worried about is that we go out and build anything impressive which gets destroyed overnight by organized troll raids which launch surprise attacks. This doesn't happen in real life because people sleeping in the city would wake up and fight, but I'm not waking up at 3 AM on a worknight to fight (and I'm sure many others wont as well). Maybe in frontier zones an NPC guard is spawned for every 5 logged out players, but a metropolis zone gets one for every individual player. Maybe we get scripts which function offline for automated weapons. I'm not exactly sure what protections each layer should add. That can be decided by NQ, I just hope they do add buildable defenses for non-safe areas.
     
    PS - Yes, it should take weeks to destroy something that took weeks to build.
  23. Like
    Alsan Teamaro reacted to GunDeva in Incentive and ability to build cities in non-protected areas   
    If you find a large vein of ore or maybe a vein of rare ore you will want to protect your investment and that will NOT be possible by staying in the safe zone. This will easily start corporation's venturing out from the safe zones to set up bases and small towns early and near dig sites and other investments! Having processing units for your ore and other resources close to the collection point will save you massive amounts of time by not having to always fly or drive back to the Ark Ship to process items when your almost half way around the planet.
     
    Global Markets : This is guess work because it is not implemented yet : If we do not have instant access to trade/vender resources on the open market  then it maybe a skill that will have to be learned ? That means you will have to transport your good back to the Ark Ship to sell them until someone acquires the trade/vender skill in your group. Even if you can sell items from your outpost , base or city half way around the planet : NQ has stated that someone if not you will have to pick up that purchases for you and if its valuable you may want protection which will open up jobs for other players in transportation and protection services!
     
    Personally I don't think it will be a problem with people leaving the safe zones but I wanted to show how I think it will probably play out in the game and things in the safe zone cant be attacked not to mention there probably will not be any problem to relocate in the safe zone! Don't like the scenery or the neighborhood just pick up camp and relocate to another safe area!  =) 
  24. Like
    Alsan Teamaro reacted to CalenLoki in Incentive and ability to build cities in non-protected areas   
    Could you elaborate more on "more/less protected area"?
    AFAIK now TCU prevent unauthorised players from:
    -digging
    -creating new constructs
    -claiming the tile
    How would you increase or decrease those? Reduce digging speed in external tiles rather than completely blocking it? Inability to trigger inner FFU before conquering external tiles? Increasing amount of damage you need to deal to trigger FFU?
     
    To be honest, I don't like either of those option. Main function of both TU and FFU is protect against random griefers and cowardly night attacks, and preventing attackers from bypassing all surface defences by digging tunnel.
     
    Also "town" as opposed to "base" is something created by more or less independent people and organisations. So for your system to work they'd need to give control over TCU to single organisation, rather than just coexisting as neighbours with their own personal claims.
     
    People will gather anyway. You need people to trade, you need storage to keep resources for trade, you need people to defend storage. Safe zone is limited to only single planet and its moons - everywhere else towns are the way to go.
  25. Like
    Alsan Teamaro reacted to Haunty in Incentive and ability to build cities in non-protected areas   
    I like the idea of inner territories being protected by outer territories, but only for non-secure areas.
     
    Instead of just territory mechanics, I think economies of scale, travel time, travel cost, and scarcity would be a better way to incentivize building outside of sec. I certainly wouldn't want to fly across the star system, or multiple star systems, every time I need to unload my container of ore. If refining the ore reduces the mass/volume of the product, that will be an incentive in building refineries remotely, and in turn markets and factories etc.
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