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Omfgreenhair

Alpha Tester
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Everything posted by Omfgreenhair

  1. Ah! And there we have it. Is the in game currency exclusively required to achieve anything in the game? If it's not, then it's a matter of mining > refining > transport > construction. Any excess material mined and refined can be sold for income to finance external work forces or create a reward-system for members of your clan. (EDIT: this is quite similar to older civ's, cultures predating currency) Also, consider size. Relative size of a city for a population of a few hundred is different from a few thousand. Do you consider something like Dalaran from World of Warcraft a city? Or would you lean more towards Baldur's Gate size?
  2. I'll admit that I won't mind if my "job" in game is to role-play a dock-worker sorting shipments and drink beer in the dive bar near the dock with other dockworkers. Or fly a food cart around town with oriental foods for sale on a hovership (think 5th Element). The only way cities or towns will not happen is when you have an entire world full of special snowflakes. Honestly if these forums is any indication, we're safe to assume we're gonna have cities. It's pure primal when you think about it. Protection is offered when grouping together, your character needs a place to stay to prevent getting stuck when logging back on and finding themselves buried beneath a construction that previously wasn't there. You need a place to store your goods. Preferably you're gonna want to store your goods somewhere safe, without some griefers to build a box around your container asking you ransom to release it (this is a valid situation in a safe zone). So you -want- to have a character store their goods in a safe harbour. A safe harbour is synonymous to me to cities in this case, with rental areas. This opens up the fact you need to produce money to pay the rent for your goods until you can establish your own safe harbour or take the risk to travel the unknown to a remote enough area people won't find. Yet, to make that leap you'll offer services aka, do a job. Jobs plenty around a city because it doesn't run itself just by having buildings and roads. And before your know it you have a vibrant city with role-players to fill in the gaps of entertainment and creating immersion.
  3. You'd be surprised. I bet we've got one by the end of the first year. Don't underestimate zealous labor of gamers vs a team of developers who have a day job. We've both seen what happened in Minecraft.
  4. Rest assure if I get lucky to get my hands on an Alpha release I will test every nook and crony of the game engine. I will take two weeks vacation I still am owed from my job and spend entire days do nothing but test the limits. Then I'll proceed to build the first form of mass-production.
  5. Fair enough, it will be evenly expensive for everyone, though. Ah well, it all revolves around organisation. How wel a group is organised will result in a steady increase of success, to an extend regardless of numbers opposite of said group. But lets not go down the rabbit hole that is Sun Tzu's art of war xD.
  6. Nope, it's gonna be terrible, I know this because you can't 360 no scope 420 blaze it. I guess you didn't check the devblog, nor anything else. These people come with hard evidence and don't do halve baked end products. They even pushed the date of Alpha and Beta release just so they can squeeze in the things they promised. That alone already deserves my undying respect and a good investment of my money. I don't think your rant is at NQ nor their product. I think your rant is at all the halve baked products already on the market. Unfinished games for fast profit. That's fair and I understand your fears because it's like committing treason to the good faith of gamers that believe in your awesome idea. Believe me that I laughed at NQ's promises and thought it was impossible what they promised. But they delivered proof and so I was sold. Though I'm still skeptic at what might be the end result, I'll keep poking them with the "trust the community to solve the social issues" until it shows in their plans. ;D
  7. What's this about pirate booty. Do any of you consider the following? A pirate clan that has one central flying Tortuga from which they can send out raiding parties. A Military HQ that moves and so can't be easily located by enemy forces. If you want to talk about funding such places, I guess pirates are self explanatory. Military HQ's are really a late game development by large corporations who've set up in game governments. I can think of a few organisations right now that could eventually get something like that going. Not naming names like Terran Union... No diss towards TU, but expect some resistance from other corps if you're grabbing monopoly over the safe zone of the Ark.
  8. Omfgreenhair

    Rogue AI

    I'm sure we're gonna see our fair share of Borg, Cylons, Replicators, Reavers and other types of "big space nemesis" factions. I would be slightly disappointed if the universe hides no secrets that gives us a glimpse of some ancient civilisation or arch enemy. Ancient dormant A.I. constructs are my favourite. "Congratulations, sergeant, by pushing that button you've woken up an ancient race of machines who's last task was to 'cleanse' the galaxy."
  9. I whole heartedly hope not by NQ themselves. The rent price for holding a plot of land inside the safe zone would rise significantly on it's own because it's inside the safe zone and transporting high value minerals to the safe zone would also mean high risk of getting capped before reaching the dome. These two are the downside of having an industrial area in the safe zone. Don't think of these area's as something that could run on it's own. They need a constant daily investment, but wanted property (inside the safe zone) costs more. This opens up the viability of local industrial area's which are smaller and easy to defend but can process high tier ores faster because they are near the high yield vines of said minerals. Also transporting to safe zones isn't only dangerous but also eats up a lof of time and as the good Goblins of WoW repeatedly remind us: "Time is money, friend!"
  10. Really happy with how this thread turned out! Glad to see we have so much in common and people are genuinely interested in setting up production/processing chains. I look forward in working together and keep a steady eye on the evolution of our industry! I too think the safe zones will be priority places to build industrial hubs and am very pleased to hear JC has had much fun with Minecraft mods such as IC2. This is a good sign, especially for people like Lynkx and me!
  11. Hahaha that's ok. What I want, is to open the discussion for when large sums of players bond together to build a large project or commence a large mining operation... what happens in between? How will a Dual Universe version of an industrial area look like? If I had to answer your questions more directly: Bonuses: - Mineral processing and storage near each other - Employment for security companies - Large scale supply answers large scale demand Drawbacks: - Easily to get messy because it requires a lot of human input - If an area gets attacked it could seriously choke economy and or production (both military and commercial) How implement it: - simple, it's player designed so it can be implemented anywhere. - build a place ships can park and unload > unloaded goods can be stored for processing > goods gets processed > processed goods can be stored > place goods can transport goods to market or designated projects. Why implement it: - Because if you wish build something that requires more people than you got fingers, you need to organise. An industrial area offers organisation. - Because if civilisation is a body, the industrial area is the stomach (Oeps, end of my shift, gotta skip to home, will explain later)
  12. Hello! I'd like to discuss what you envisage our industrial areas would look like. That question does imply there will be industrial areas, which is only natural when the primary occupation and game element at the start is gathering resources and build things. An industrial area simply is a natural phenomena when big projects are set up. The bigger the project, the more logistics, more storage, more mineral processing. All in all, Novaquark can -say- large scale industrialisation isn't going to be part of the game... but ya'll know better. When the chance is there for mass production, the chance will be taken. So without any further a do, lets discuss. With the current game mechanics and game mechanics planned ahead, how do you envisage an industrial area will look like?
  13. Not wanting to open bars, pubs and cafeteria filled with delicious looking food, grown and made with the local fauna. Heresy! The aesthetics of food and drinks aside, mechanic could entail that it provides a buff (think WoW and various other games where you can consume stuff) and fill up a Minecraft esc hunger bar. Buffs means there is room for debuffs, room for making alcoholic beverages, poisoned food, junk food makes you lethargic but fills your food bar more in short period of time, healthy fills up the bar average and slows down the depletion of said bar. With that we make room for farm-building, food-hover trucks (come get your egg-rolls! Think 5th Element one of the first scenes). When you want to imagine a society, you must remember the four corners of culture (or at least to my own theory): - Food - Trade - Entertainment - Music You could argue language is needed too but with hands and feet it's easy to convey what you want. I had some very interesting conversations with a couple of Ruskies in Empyrion: Galactic Survival on trading a large stockpile of iron for coin. As soon as "yes" and "no" and numbers are posted, we are well on our way to becoming the best of trade partners. We could also argue that music is not a needed element produced by players, but no Admiral Ack-Bar is without some Star Wars cantina tune. The main focus will land on trade and entertainment. I can see plenty of you realise very well that the core demand being filled by a city is the need for a place for players to meet and sell or store their wares, team up with people (for raids, transport, adventures, mining trips etc), offer services (interplanetary bus-rides, employment agencies, catering-services, mercenaries/corporate spies, brothels etc.), rest (e.g. sleeping-pods, fancy suits and such), feed (restaurants, food-shops, food-carts, fast-food bars) and entertain (games, taverns, bars, casinos, public fora, libraries). What we need to prevent from happening, but is most likely going to be the case due to the nature of the elements involved: The safe-zone within the Ark's starting area changing into one big shipping and container area for big corporations with starting players quickly being shovelled from the ark ship to the edge of the safe-zone because their presence is taking up precious storage space for their trillion tons of resources. I'm currently writing a short story on what this game would look like, one year after it's release, when a new and naive player enters this world a friend of him told him about ("it's magical!"). I look forward publishing it next week and hear your feedback on it (if I can take my space-game addicted head out of Hellion, the most thrilling docking game since Elite: Dangerous, for a second).
  14. this made me warm and fuzzy on the inside. Warm and fuzzy. I look forward to the many crazy designs for space combat fighters only.
  15. To late, man. You've already tossed this idea in the ether. Once an idea has touched the internet, it will have it's own life and evolve into it's own creation. We're going to have a radio. Either I find a way to make one or someone else does. This is an item our universe needs. We could plug in podcasts, play the retro tunes of space movie soundtracks and such, call-in shows, corp advertisement, maybe even ship design advertisements and the likes. A great example is Elite: Dangerous' radio Radio Sidewinder. Not a prime work of art but still a good enough example for this.
  16. Let me up the stakes a little and say "what could possible go wrong?"
  17. Fair enough, traveling all the way back is risky, but afaik there is indeed. However think of the jobs this creates: establish shipping-lanes, protection, bounty hunting, etc. Again, trust the community to be creative enough. Also, interesting you mention the high-risk mafia because if the concept of hiring plots of ground within safe-zones (I'm a little lazy while writing this to actually scroll through the Q&A's to provide a source for either 'hiring plots' or the existance of multiple safe-zones since I'm quickly writing this during my coffee break xD) is a reality, it could be a real-estate mafia. In this example, hiring a plot of land means you have the building rights of course: Example situation A. "Found a new planet, buy up all the plots within the safe-zone, set up cargo storages, public spawn locations, food/drink areas, ship-repair and docking ports. Let the tax and rent heaven begin!" There is no government that can prevent abuse of exploiting anyone who takes harbour there.
  18. If space around the ArcShip within the dome is rentable, I can foresee this to be the place for storage and industry. Also, with large corps it will be easy to clear out "bandits" outside the dome. But let there be no mistake, outside the dome is the Wild West. If you don't like getting your shit wrecked because there's no parking spot within a safe-zone, then that's your tough luck. The one thing I loath in MMO's more than griefing is hand-holding new players in the disadvantage of people who've worked their hairy-donkies off to have the things they have. Trust the community. A great example of this is World of Warcraft pvp servers and pve servers. On a pve server, if someone from the other faction see's you and you're pvp flagged you'll be surely wrecked and ganked over and over again. On a pvp server, if you are outside the city zones and pvp you're unlikely to get killed. This is simply because when you "grow up" on a server that gives you the freedom to do immoral acts it gets boring and you're likely to invoke the wrath of 'bigger fish' . It's like you're living by unwritten rules that make sure that you are less likely to get bullied. Also, by trusting the community, you are more likely to create a market for 'carebear'-organisations. Example of this: Fuel Rats in Elite: Dangerous.
  19. Let me surprise you there, check the current poll status. Sure it won't be representative to the entire community right now, but the trend is set. I work a stressful job during the day in a call-center. Kicking back, enjoying a cold one whiles on mining runs without people bothering me too much is quite relaxing. If bandits, pirates, reapers, grievers or junkers come out to have a swing at you, then you have a short excitement and feel all the more awesome when you get away. Come home, have another cold one and turn on Netflix while the ore is processing. I know exactly how to live a comfy life in video games.
  20. Narnia is not on the list. I'm ssooooooooooooo offended
  21. Looks interesting. I'd love to cover an architect, engineer or harvester spot in the mining/refining department. I'll be willing to variate between these three jobs, in order to provide this company with a smooth transition between the first scoop of the new resource out of the ground and the end product of a refined material. Is it possible to have a flex-function in your organisation?
  22. Hello there fellow space folks! My name is Omfgreenhair and I'm looking for an adventure. A capitalism love story, if you will. One where I partake in building the industry needed for all your little projects. You see, while there are so many big dreamers here, they always leave out the part where they grind resources for days if not weeks on end. Especially all those trademarked stuff on "1:1 scale" is going to burn through resources like a banking giant through tax money. I'm able to set up infrastructures for large mining operations and mass production! I've got experience from other universes such as minecraft, Space Engineers, ARK: Survival Evolved and more where I ALWAYS find a way to automate almost the entire production line from getting it out of the ground to turning it into refined material ready for use. With that as my curriculum vitae I'm looking for a corporation that will sell their products to anyone and anything. I don't wish to discriminate, when selling my wares, against those who choose a more... interesting career or beleive.
  23. that'd be disappointing, though. Think of the jobs you can create if large scale mining was possible via machinery. It's much more profitable to have an industry where we can design useful machines. Gives more life to the universe other than "hurr durr I'm a pirate".
  24. Spess, spess is on ma mind!

  25. Dang. Welp! Time to enslave part of the player-base to have them dig ores for my capitalist adventure. Or have NPCs do these tasks and I can pay them bottom wages, no healthcare and only protiene-porridge meals every lunch. Have a lucky few do the 'corp security', run around and shout "keep scooping!".
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