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Posts
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Posts posted by Saul Retav
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*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...
- jintzy, ShinyMagnemite and Zamarus
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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? -
*Update* (GLSU < CSYN, new aesthetic)
GLSU is currently a member org of CSYN btw
Got it (Code24 PM'd me on that too). Thanks!
Personally, I would like to see some version of this in-game.
The only real issue I can see arising is if certain organizations wish to keep their political affiliations secret.
Maybe it could be an optional thing, as in organizations could choose not to be included in the list. Either way, it would be nice to see the connections between different orgs in real time.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?
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i love how he shuns Boo, TVR, and all those other prgs from showing any info other than members. you can easily add them by just showing whos hostile to who
Who is hostile to whom? I'd add connections, but I wasn't aware of any hostilities (I thought it was largely neutral).
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Once again DU Explorers is excluded from yet another chart
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).
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Sorry fellas. Internet is super slow for me today.
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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).
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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):
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Yeah, you can always try and sell it for a little less than you bought it, to come away with something. Although, considering this circumstance of yours has only just come up, you never know what might randomly come up again later that might allow you to play it! I'd say keep it. EVE online has been around for a very long time. I suspect this game will as well; even if you can't play for the next five years, after those five years are up you can still join and maybe look pretty elite/legendary with your kickstarter gear! It's all up to you, but I'd say keep it.
Yeah, good point. I guess I'll just wait it out.
See you guys in 5+ years then! lol
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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. -
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.
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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.) -
So what you're suggesting is a sort of miniature TU inside of a larger one, which people who have access to the larger TU might not have access to? I think it would complicated but it's a good idea. Companies might get large and you wouldn't want a whole bunch of people having access to all of your stuff. So there would be small areas which only you and the owners of the normal TU have access to. Makes sense, certainly something that people would eventually realize they want!
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.
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I hope that NQ is thinking on the same wavelength here, it seems like something that would be coveded by the "Rights and duties managment system"
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.
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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?
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This has nothing to do with delaying the development of the game. A workaround could be tested and implemented post-release.
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Oops, double post.
Well, that's a relief. Certainly makes much more sense than what I had in mind.
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Oh, I thought everyone started out with a TU or something; I must have heard wrong.
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Oh, I thought everyone started out with a TU or something; I must have heard wrong.
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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... -
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.
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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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True. I guess I'll do that.
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Well that is obvious, but you can just leave your computer running or bind your script to your org. Only disconnects at downtime.
Automation should and has to be restricted because players will abuse that system in every way they can. Plus it's more fun and emergent gameplay when players do it (pirates and stuff, blowing up mining ops, mercs protecting them,...). Personally I think mining is the most boring and stupid part of ANY game, but for some people it's entertaining.
Right, you're totally right in that "automation should and has to be restricted..." I don't think that means it should be restricted to such a degree that automated mining becomes impossible. And I find it hard to believe that people enjoy doing a task like mining day in and day out... but I'm not other people, I'm myself, so I'll try and understand that sentiment. What if the less common, more valuable, minerals were only found near the hot mantle of planets and due to the complexity of avoiding lava pockets and such, mining by hand would be the best option? Could that appease both the automated and manual miner types?
I think mining automation should be possible but limited in many ways :
- Hard to craft : You would have to invest a lot and return on investment would be long.
- Low work frequency : Mining players should be way more efficient and in time of war, numerous non automated miners would be necessary to keep the production going at a high rhythm.
- Player interaction : Player would have to guide it regularly so it doesn't go mining the wrong way/ore for example. Or the player would have to change drills to drill to mine different types of ore/minerals and could need to be replaced after X cycles of mining.
- Non specialized : Rare ores and minerals should not be mined automatically, I would expect them to be scarce and in limited number already so at least making it that they can't automatically detect veins and that players would have to find them.
I like a couple of those suggestions, and as you said, mining automation (as well as any other form of automation) would need to be balanced through sensible restrictions.
I'm regretting the title of this post. I should have focused on mining and not used the word "free..." Oh well.
Cosmetic Armour Poll
in Off Topic Discussions
Posted
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:
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?