Jump to content

AccuNut

Alpha Team Vanguard
  • Posts

    258
  • Joined

  • Last visited

Everything posted by AccuNut

  1. Not a bad idea, except that your space suit would have ranged communication if it were real life, so I doubt they won't include that. (Assuming they implement in-game chat at all, of course.) However, I like the thought behind what you suggested. The range of your character should be limited without a network or other equipment to boost the signal.
  2. I think making them difficult to grow is the better option. Not only difficult to find, but requiring special care to maintain. In real life, some plants only produce a handful of seeds, and some only reproduce every couple years. So incorporating something like that into the game should work just fine I would think. One problem with making them readily available is that you could end up with "super-soldiers" of a sort, hyped up on every buff under the sun. Of course, it would be some kind of hangover for them in the morning.
  3. If they do go that route, these "special" plants would also need to be very hard to cultivate and reproduce seeds from, otherwise they wouldn't stay "rare" for very long.
  4. Well........it might become your problem if you take that mindset too far. Ruin somebody elses fun too much and the backlash could easily be extensive. Gain enough of a reputation as a "terrible person" and pretty soon there will be a line of bounty hunters on your trail, all on contract from your victims. Acting at least remotely considerate will get you a lot farther than utter disregard for common decency, in my experience. For those who are still bent on ruining the game for someone else, you will probably find "emergent" revenge painful and swift.
  5. Me too. I can't see it not being possible though. I mean, every ship needs a fuel holding tank, (or battery, if you can make electric ships,) a way to get the fuel into the ship, and a way to get the fuel from the tank to the engines. All the refuel ship needs is access to a vacuum-sealed fuel port. (But it sounds like you probably already know this stuff. ) Obviously there are challenges in making it happen, but would love to see this in the game!
  6. Limyaael described a pretty good reason for a black market to exist, in my opinion. It doesn't necessarily mean the goods themselves are illegal, ( although they could be,) just that the seller avoided paying the proper fees. Yes, you could always buy it elsewhere....unless it's a rare item or material, or you are hunted. Honestly, there are all sorts of rules and laws that will surface as the game progresses, some will work, others won't. But let's not dismiss the creativity of some people to find ways around them.
  7. I guess I am not so much opposed to the concept of food as the enormous headache I had to deal with in ARK. Yes, I know DU isn't ARK, but I am still leary of how it would be implemented. Maybe once I see what the plan is, I will be more comfortable with it. At this point I am hoping it will be a rather minor aspect of the game, like eat once every 6 hours of real-life time or something. I don't think that is unreasonable. Even if that ends up being many more hours of in-game time, you could just say that the meals are extremely high-calorie, and the suit stores the "extra" calories until they are needed. Something like that would allow a player to scavenge up some food if there is no market nearby, without interrupting what they were doing too much.
  8. Beyond the side effects that would (hopefully) accompany drug usage, I can see organizations banning them just for the principle of the thing. The tricky part of black markets, regardless of what you are selling, will be networking. As a seller, you want to sell your deviously-obtained goods, but you don't want to unknowingly sell them to a police officer. Vice-versa, as a buyer, you don't want to inadvertently attempt to buy illegal goods from an officer performing a sting operation. So how will you know the difference? Reputation I suppose, but even that can be shaky, since if a dealer gets a "good" enough reputation, you can bet the authorities will be lining up a raid on his stash!
  9. I agree with Kuritho; adding food and water to the game as a survival mechanic tends to detract from the gameplay for me. I found it really annoying how little I could accomplish when I played ARK because I was almost constantly gathering food just to survive! Granted, ARK is a SURVIVAL game more or less, so it was expected. Dual Universe isn't meant to be based on survival gameplay from a player vs. nature perspective, at least not the way I have read about it. So, for stuff like healing / buffs, (maybe alternative fuel?) it would be neat, but I actually hope they DON'T implement the "survival" aspect.
  10. That may be true, as long as people don't get upset when someone retaliates for being "blown up indiscriminately", and takes out THEIR ship or base! Hey, what's good for the goose... Like you said, a lot of the "boundaries" will emerge through normal gameplay, people will learn how far they can push their luck before it backfires, etc.
  11. Just to clarify, when I mentioned, "overstepping your bounds," I was referring mainly to acting in a way that gives your peers (other pirates) a bad reputation. (Above and beyond the "bad" rep of being a pirate. ) It is true that if you push society too far, you will probably regret it as well. I never meant that pirates should try to operate within the confines of the law....because obviously....piracy is outlawed. I see giving your target a chance to surrender and disabling the ship as perfectly acceptible concepts in the world of piracy, and doing so is exactly the type of conduct I hope to see! And if someone messes with one of your crew for no reason, I would expect nothing less than retaliation in full to the party responsible. Happy Hunting!
  12. I don't know if they will do something like this, since the structure of the organizaion is entirely up to the founders. There are no real predetermined "types" that organizations have to use, it is very flexible, and can change at any time, as well as cross multiple categories. Let's say I founded an organization. Using your examples as a reference, I could start out as a Guild, then change to a Corporation, or vice-versa. If I decided to become part of an Alliance or Nation, that doesn't mean I will be any less a Guild or Corporation, only that I have decided to include my organization into a larger one, which I could leave at any time. So, either the game would have to keep track of the org settings and classify it under predetermined parameters, (which I don't believe will exist,) or I would have to choose the classification myself and keep it up to date. I could be an organization of 1 and call myself a Nation if I want. That being said, I do think that certain words will tend to be associated with particular types of organizations over time, possibly even the ones you suggested, but it will be purely player-determined.
  13. True, which is why I said it may or may not be a good idea. It would depend on the risk you are willing to take. However, if you were an organization purchasing multiple territories....not much risk there unless someone actually gets to one of the TUs. Not exactly sure what you are referring to here, unless it was my comment about tile shapes. In which case; yes, they have said that every planet will have a few pentagonal tiles, since it is impossible to equally divide a planet using normal shapes without them.
  14. I agree, it would be nice to be able to place it wherever you want. I just hope it doesn't need to be centered in the territory, regardless of whether it is above or below the surface. If you can place it on a border, some creative defense strategies could occur. For example, other than the odd pentagonal tiles, all territories will be hexagons. This means that at each corner, your tile is "sharing" a corner with two other tiles. If you work together with your neighbors that share a corner, you could all place your TUs on corners that touch. Why? You would only need to defend roughly 1/3 the area you otherwise would have! This means, if you put the same amount of resources into the defensive structure, it will be 3 times stronger than it would have been. Not saying that it is a great idea, but it's not a bad one. Of course, like anything, it has downsides, but you have to take the bad with the good.
  15. Even if they don't have a ship-wide self-destruct, it would be nice if there was a way to fry all the critical components. Things like central computers, engineering stations, and, of course, the core itself, could all contain information that your enemies would love to have. Things like ship schematics, planetary and galactic exploration maps, or clever scripts. I am not saying they shouldn't have self-destruct as well, but if they decide they don't want to implement a full-blown self-destruct, (pardon the pun,) they should at least have a system-destruct. It obviously has a downside: it would leave the ship intact for the enemy to refit if they felt so inclined. On the flip side, they may just take your cargo and leave the ship alone, in which case you could potentially recover it yourself!
  16. How about shingles and log-type siding for buildings? I know this is going to be the future and all, but who doesn't like a good ol' log cabin! Maybe pathways too, like brick, flagstone, marble, etc.
  17. Very true! Pirates just happen to be the topic of discussion, but it certainly applies to everyone. In fact, pirates may very well be a tool used by those without the skills or equipment to exact revenge themselves!
  18. So it looks like we all agree that at the very least, griefing is doing something to intentionally anger another player or ruin their day, for the sole purpose of doing so, by damaging something of theirs or killing them, right? (This is of course assuming they didn't do it to you first, or just plain had it coming.) It looks like we also agree on the point that the original poster was trying to make: piracy is not the same as griefing. So the debate seems to be: how much more should fit into that category, above and beyond the basics. As all the previous posters have shown, this is very different from person to person, depending on how they intend to play, and how successful they become. What constitutes unforgivable griefing to one person will be merely a minor setback to another. That being said, I don't think anyone is going to change their personal opinion on what they consider griefing regardless of what measures NQ does or does not take to prevent what THEY (NQ) ultimately determine griefing to be. Saying, "Chill, what I did isn't griefing according to NQ," won't make the other person any less upset at you if they consider your actions to be griefing. In fact, it may come across as smug, and land you squarely in their crosshairs for a mercenary hit. So, let's keep it civil please! Not picking on anyone, or saying it has gotten out of hand (yet,) but the conversation seems to be headed that direction, so, just a friendly reminder. Just know that you pirates who overstep your bounds too often will face retribution on two fronts: the disgruntled victims of your actions, and your own peers who have become disgusted with your behavior.
  19. I meant no offense to those who have learned English as a second language, more power to you. It just seems to me that any system, even if flawed, is better than no system at all. As far as translating Japanese or Chinese goes, it shouldn't be necessary very often since most if not all Japanese / Chinese learn English in grade school. So there's that. But not all languages are as difficult to translate as the Asian ones, and translation software will only improve with time. So, in my opinion (and it's just an opinion, ) it would be quite an asset to the game.
  20. Yes, but what about those who are trying to communicate one-on-one outside the logistical resources of a ship and its crew? For example, I am walking around, and I see someone building a really cool hovercraft. I happen to be looking for one, so I walk over to see if he would be willing to sell it to me. Only then do I realize that his name is written in Arabic, and that he doesn't speak English. It would certainly be useful if I had a means of communicating with him! Plus, why should we expect players from non-English-speaking countries to find interpreters just so we can talk to each other? What if someone from France wants to talk to someone in Portugal? Or a Russian wants to talk to a Spaniard? People will be playing this from all around the world, and although a "common" communication language would be nice, this isn't real life, and people won't be learning a new language just to play! (Besides, the language would be French, which is ironic given that it was the historical "universal" trade language.) So, that is why you need more than a bridge officer who speaks English.
  21. Good to know that it wouldn't be hard. As far as logging off / on and the clock remaining accurate, maybe it will be possible to script the clock to automatically check its own time against that of the planetary or local clock? This might mean that someone would have to actually BUILD a planetary or local clock that emits a calibration signal. Why? Why not? It would be a nice feature for those who want it. If you don't want it, don't use it.
  22. Well said. I take it you will probably be doing some self-policing then, which is great for the game and your profession! By the way gentleman, in reference to the last couple posts; let's keep it civil please. ????
  23. I agree with Limyaael, the first option is better for emergent play. I understand why the teleport option is on the table, and maybe as a one-time deal it would be fine, but I still prefer the "normal" way of getting from one place to another.
  24. The subject of drones was discussed in detail in another thread, although I can't seem to find it at the moment. If my memory serves me, the concensus was that any kind of self-replicating and / or self-piloted construct was a bad idea, a really bad one, for so many reasons! I meant no offense to the original poster, I was just trying to state a few of the problems with the concept in a nutshell. Edit: on the other hand, I found this thread: https://board.dualthegame.com/index.php?/topic/314-devblog-lua-scripting-and-distributed-processing-units-dpus/?hl=drone So it looks like maybe they will exist. I am not really excited to see the problems that will arise if they allow this. It seems like a gameplay-killer to me. But that is my opinion, NQ has done a great job at developing this game so far, so I will just have to wait and hope for the best.
  25. I just intend on enjoying the game. That being said, I do hope to establish a stable and growing market + transport business with my brother and earn a reputation at that. Doesn't mean I don't want to explore, fight, or design too, but marketing will be the focus. I won't be in it for the money per se, but rather what the money will allow me to do. Things like buy DACs, build cool ships, pay others to hold down the fort so I can explore, etc. I think I will try a little bit of everything eventually, but I know I will enjoy learning how to become a successful merchant and (hopefully) seeing our business take off! (Please pardon the pun. )
×
×
  • Create New...