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Saul Retav

Alpha Tester
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Everything posted by Saul Retav

  1. There doesn't seem to be any practical way to create a secret in-game society. These look like my only options: I can create an org on the community website, but any org members would have there name displayed for everyone to see... not very secret. I could use a different platform to host and organize the org, but then advertising would be an inefficient pain. I'd love it if the devs would make the "members" tab (that displays everyone's names) optional. Until then, any ideas for hosting an org with anonymous members? Any support or criticism of having an optional "members" tab?
  2. Firstly, these are just some possible suits with possible buffs/debuffs; they're hardly more than a conceptual suggestion. Secondly, no, not everyone would use an engineering rig. Why in the world would an explorer, miner, soldier, or anyone else other than an engineer use an engineering rig? (Also, I expect that the skill system will be much more complex than the example, "crafting skill," would suggest.) Thirdly, I'm not really sure where you're coming from when you say, "never, NEVER EVER, give players a skillboost. This skill system is there for a reason." Why never?
  3. I like the idea of predefined sets of functional suits (with buffs/debuffs), but not the fluffy cosmetic stuff (if you want to look unique, just color your avatar bright green and pink). Examples of functional suits could be: Heavy armor: +5 armor, -3 movement, -3 carrying capacity. Light armor: +2 armor, -1 movement, -1 carrying capacity. Engineering Rig: -2 movement, +10% crafting skill (rate of skill gain). Agility suit: -2 armor, +5 movement, -3 carrying capacity. Such suits should not be P2W, but instead be craftable after certain research and advancements in technology (allowing them to be incrementally introduced into the game); more advanced suits could have fewer debuffs. To increase risk and realism, it should take 8-10 seconds to switch from one suit to another. It seems like a fairly simple system that would increase depth of gameplay, strategy, and immersion. Thoughts?
  4. *update* (added orgs with at least 30 members (Vortrex, AEF, DUA) and their connections, updated Void - Dual Secure connection) The political divisions are becoming more apparent now...
  5. I want binoculars, scopes, observation satellites, and space telescopes; is "zoom-able" optics a planned mechanic? Would it be an issue with the reduced-fps-at-further-distances mechanic (as featured in the server tech video), or would that be easy enough to get around?
  6. *Update* (GLSU < CSYN, new aesthetic) Got it (Code24 PM'd me on that too). Thanks! I'm sure there'll be some player-run, interplanetary news organization that could keep info like this up to date for the public. Until then, I'll try to manage. Does anyone know if there's any other umbrella organizations that may have less than 50 unique members, but with enough sub-orgs to total more than 50 sub-members?
  7. Who is hostile to whom? I'd add connections, but I wasn't aware of any hostilities (I thought it was largely neutral).
  8. I can include them, but are they planning to be a significant political or economic in-game entity? Based on their description, I didn't think so (which is why I left out Alpha Academy, too).
  9. I'm probably missing many details! I'd really appreciate it if the presented org's legates could correct me where necessary (I can shoot some PM's tomorrow).
  10. Hello, Humans! Since I've been away from the forum recently the community has grown substantially. Being slightly OCD, I thought it would be a good idea to chart the "state of affairs" of DU's organizations. I may periodically update the chart so current, and new, members can stay informed about the "big picture" of org development. Due to the rapid creation and abandonment of smaller orgs, I've only picked those with at least 30 members (smaller orgs will be considered upon request). As smaller orgs grow to that size and interact with others, I can add them too. Numbers beneath the org names approximate the number of members. Green lines represent alliances between orgs. Blue lines represent trade agreements between orgs. Grey curved lines represent membership between orgs. I'd love some feedback and/or recommendations on the following post(s):
  11. Yeah, good point. I guess I'll just wait it out. See you guys in 5+ years then! lol
  12. I'm a Gold Founder and at the time I was content with my purchase and was very excited about the game. I'm still excited about the game, but recently there's been some big changes in my life situation and when the game is released I probably wont be able to play it... at all... for several years. I don't really expect a solution, or sympathy. I made a risky purchase and will pay the price... for nothing. I suppose I could give my account to a friend as a gift. Any way I could sell it, now or later, and try to get some of my money back? I don't think refunds are an option (especially with this being Kickstarter). I guess I could just let my account sit there for who-knows-how-long until I can take it up... Ugh. Feels like such a waste.
  13. Got it. So the only reason someone would buy a DAC from NQ is to sell it for in-game money since the month-to-month subscription is cheaper.
  14. Is purchasing a months subscription and buying/redeeming a DAC the exact same thing? Or are they different prices? If they are, why? Why not just have DAC redemption be the only mechanic to extend game time? (If these questions have been answered before, I apologize, I couldn't find them.)
  15. Yeah, basically a subset of TU's that are governed by the larger one. If it isn't implemented at launch, I think people would realize the need for it very quickly. I see the future of TU's as political territories without much room for anything else (maybe some exceptions). If those larger territories don't have customizable sub-territories of some kind (e.g. private property), then... well, it's hard to imagine all the potential issues you'd have with property use, construction, and trespassing conflicts within a densely populated territory. edit: I did just notice that in the dev's RDMS post they mention a not-yet-made post about "territorial management." So, I'm definitely looking forward to that.
  16. Right, I figure the RDMS would have to cover it, but I don't know how and haven't seen it discussed. It would need to be able to visually and functionally divide TU's into many smaller units that are still governed by the rules of the larger TU, but that have their own sub-sets of rules as well.
  17. The complexity and expense of TU's will basically limit their use to large-ish organizations which will lead to political borders as in RL. But will there be some mechanicism that allows "private ownership" of land? That is, if an organization wants to rent out smaller parcels of its 1km TU to individuals or companies (e.g. a government allowing private land ownership within it's borders), what might that look like in-game? It seems like there should be some kind of mechanism that facilitates that, right?
  18. This has nothing to do with delaying the development of the game. A workaround could be tested and implemented post-release.
  19. Oops, double post. Well, that's a relief. Certainly makes much more sense than what I had in mind.
  20. Oh, I thought everyone started out with a TU or something; I must have heard wrong.
  21. Oh, I thought everyone started out with a TU or something; I must have heard wrong.
  22. It's been confirmed in the kickstarter AMA part 2 that safe zone territory will be claimable: What are the gameplay implications? Obviously the safe zones will be super valuable, but they won't be able to be fought over; only sold, right? Which means that the prime objective of all the starting players (with half a brain or more) will be to claim territory within the starting zone to either use strategically or sell to the highest bidder down the road. If the seat of a certain government is within a safe zone, can it ever be overthrown? If two orgs are at war and both are located within safe zones (possibly even the same safe zone), I suppose it could only become a war of attrition where they try to choke out each other's exterior supply lines? I'm just trying to fathom how this mechanic will affect societal development and organizational competition...
  23. The only thing that worries me about not having any kind of collision damage is that it negates the need for skilled ship piloting. I can already see hundreds of players just bouncing their ships around in cities, spaceports, and starbases just for the heck of it... ick.
  24. Even if you could mine through the entire lithosphere of an earth-like planet, you'd only be about 4% of the way to the center. Mining the 1300C semi-liquid asthenosphere past that would be virtually impossible.
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