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Anopheles

Alpha Tester
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Posts posted by Anopheles

  1. I'd like to see bases that can either be on asteroids or 'that's not a moon' sized ships that can move around space.   Of course, that wouldn't come cheap but would provide a loop of logic for piracy or crime:

     

    1: We have to move to avoid the law

    2: We have to get resources to pay for fuel quickly to avoid the law. 

    3: The quickest way to get resources quickly is pro active salvaging and Redistribution of Wealth with Menaces.

    4: This attracts the law.

    5: We have to move to avoid the law. 

     

    Honest spacers could use smaller bases that move too, try to pass as flotsam between planets. 

     

    In my mind I'm imagining hermit crabs that need to abandon their shells for a bigger one occasionally. 

     

     

  2. IThe bounty system should be abusable.  Anything else is too restrictive.

     

    If you want to punish the punished to make it more risk reward you could always it that any player Id that has has a bounty or has had a bounty redeemed  on them can't enter your bubble for a week. 

     

    In other words make it so that individual groups can decide how lawful their local area is and as a little as possible should be restricted in full space. 

  3. 9 hours ago, Jenshae said:

    ... and remember, if they are real Goons, they come to kill the game. 
    (If they are neo-Goons, they come to put more $$$ in Mitten's mittens.) ;)

    Purge all of them whenever you can before the cockroaches grow and establish themselves in the game.

    I've had diplomatic dealings with Goons in several games and they come in to prick pomposity (or the take it too seriously crowd) and to be the happy face of chaos.  They're also a lot cannier than the lulzgoon popular image.

  4. 7 hours ago, Alsan_Teamaro said:

    It was interesting to me when, in the title, you put (and claim) your "right to be evil" (occasionally or not), because you actually need to break the others rights to do so.

    What kind of non-sense rights system is that?

    Then, why to invoque rights when it's all about breaking rights. At last, anyway, rights are mere and relative concepts, some people respect them, others not (wich is perfectly right for me when the laws serve corrupted-abusive interests, imposed by a minory).

     

    Now, there's a point i'd sugest you to consider. If you are prone to play "the evil" but you're not enough good at it, you can easily become the joy of others ("good" or "bad" players), that they'll find pleasure in doing to you exactly the same things that you like to do to others, for a long, long time...

    You know, the old game of "echo" (or boomerang). It works so, like when you plant seeds... After a while, you can't ask apples to an orange tree.
    And there's no value judgment involved here. These are simple "field observations".

     

    At some point, maybe (and often happens in game as in life) you find it's no longer funny....

    That's called awareness, my friend. But it also can come by understanding, not only by pain.

     

    Have fun in the game.

     

    I have awareness that this is a game and a realm of play.   I'm quite capable of using the correct register of behaviour in play and in real life, thanks.

  5. There should be some protection against  'psychotic like' griefing behaviour (like constantly destroying ships coming out of noob space, or kamikazing structures) that has no purpose but itself or the thinnest fig leaf of RPing (I'm playing a psycho!).  It should also be perfectly ok to play a 'pro active' salvage gang operating in lawless space.

     

    The psychotic style of griefing is like the old definition of pornography - hard to define but you know it when you see it.

     

    I know that some people define griefing as any kind of non consensual interaction but that's too wide a definition and I hope that NQ errs on the side of narrowness and has means to investigate claims quickly and not favour either side of the debate iin forum or in game.

     

     

  6. I like playing evil, on occasion, in games. 

     

    This doesn't mean I torture animals in real lifeel  (anyway cruelty to people pays better and they seem to appreciate it more).

     

    Neither do I play evil for the lulz.  I like to be the consequence of laziness, greed or bad planning.  In one Space game my organization made it so that you could buy a pass to not be pirated and briefly turned a core area of space into the New Caribbean until the developer drained the joy out of pvp and the core professions of piracy.

     

    We were a bad organisation that had a code (more of a guideline, really).

     

    The one thing I like in a game is rules which can be broken and worked around but not so tight that you can't do anything.

     

    We enjoy conflict with security and playing cat and mouse with traders.  But while we enjoy pvp, we didn't (as happened in the other game) want to do it all the time.  We wanted every contact with Traders to be unique-ish.  We weren't murder hobos, we wuz pirates. 

     

    I understand the 'hours wasted' argument against non consensual pvp - i really do - and I like DU's way around it with zones of varying security but I do not understand people who join a free form sand box and start omediately seeking ways to restrict it.

     

    It is upon you to defend your 'hours of work' by use of forethought and care.  It is not for the developer to make a game where you are totally safe all of the time.

     

    A good game has safer and less safer areas.  It also has levels of risk which can be modified by player actions  (forming a convoy, not putting everything you own in one fragile ship).

     

    Adapt yourself and everyone can have the game they want.   Strangle the simulation and you only end up with one type of player and a shrinking player base.

     

    And with that, good day. 

  7. I don't see a problem with kamikaze attacks. It's a form of freedom and the defense is speed and agility plus building ships that blow up are going to use up resources.   Seems balanced to me.  Plus danage could make scavenging battlefield for parts viable.

     

    I don't get the mindset of joining a sandbox and immediately seeking ways to limit it.

  8. On 15/04/2018 at 10:43 PM, Lethys said:

     

    https://trello.com/b/Y6WNMd2S/dual-universe-community-suggestions

    Rejected for now.

     

    That's under NDA, unfortunately.

     

    PvP isn't yet implemented, so we have to wait on that one. 

     

    Well ofc, Performance is always better than just "good looking" in PvP. 

     

    Oh, and welcome to the forums.

    I intend to make my ships so beautiful that to shoot at them will cause the aggressor to die from shame.   

     

    The Aesthetic Aegis, if you will.

  9. My idea for future tanks (and by extension spaceships) is to have a tank/spaceship 'mini carrier' designed to get the modules to site.

     

    The mother tank (just imagine 'or spaceship' so i don't have to keep typing that) contains, say, 6 mini tanks which can all have different roles (ecm, scout, assault, artillery,anti personnel etc) controlled by ai or one or more humans based in the mother (a safe distance away or cloaked).

     

    Because of the lack of pilot they can be small, easily replacable and (if we are going for realistic physics) faster and more manoevreable.

  10. Mind you, nobody is "killed" in the game. When you are about to die you simply teleport in another dimension where you haven't (from your perspective at least :P).

     

    Well, the idea of the DNA can be interpreted as you avatar's ID in the game.

     

    The good thing with that is, that if you were to hire a person in-game to have an overhaul, you would be able to make yourself look like another person entirely.

     

    The bad thing with that is that is that everyone will start getting DNA samples and would make the gameplay on hackers impossible. That's why I kept it on cerebral implants only.

     

    Also, the whole idea is to have players looking after the city, not automation. Automated defenses, sure, automated detection, that's like autoomated mining.

     

    I dunno. Failing to hack wouldnt id you in an ideal system, just being physically caughr or 'unalived'. And you could just make id's not databasable which would stop id banking.

     

    Not sure a completely non automated security system would be fun. Perhaps makw a system competent but not foolproof and just better if there are also human eyes on the prize too.

  11. Mind you, nobody is "killed" in the game. When you are about to die you simply teleport in another dimension where you haven't (from your perspective at least :P).

     

    Well, the idea of the DNA can be interpreted as you avatar's ID in the game.

     

    The good thing with that is, that if you were to hire a person in-game to have an overhaul, you would be able to make yourself look like another person entirely.

     

    The bad thing with that is that is that everyone will start getting DNA samples and would make the gameplay on hackers impossible. That's why I kept it on cerebral implants only.

     

    Also, the whole idea is to have players looking after the city, not automation. Automated defenses, sure, automated detection, that's like autoomated mining.

     

    Well, automated detection woukd be a blacklist rather than a whitelist and you'd only be able to add id's of chracters who, willingly or otherwise, have given up their unique id's.

     

    Nobody wants bubble monitoring to be a 'job' that takes away from actual fun playtime.

     

    Also a new to the bubble hacker could always wipe the blacklist ot manipulate it so the bubble turns on it's own if tou have the right id's.

     

    In fact, id refreshing may need to be a regular thing for hardcore bubblers.

  12. Maybe its my evil mind but id be tempted to put in two password systems. One genuine and one that gives only access to an enpty cell (with a false door opposite) that auto locks behind you with no control panel and a 'welcome to your cell' message.

     

    May even get me some loot if the game has a drop on death system....

  13. Well, Elements (3D Mesh Objects in-game) will have Tiers of quality, like tier 1, tier 2 etcetera. So yeah, maybe the degree of a suit can allow for certain infiltration. Capital cities will have the highest Tier of Bubbles, thus requiring a wetsuit that costs more.

     

    Althoug the idea is it's a stealthsuit blocks implant signals from other players from bouncing off of your body, thus not giving them any chance of ID'ing you by scanning over you in a dark place. It's not a matter of memory. It's a wetsuit, and not a unique one at that. :P

     

     

    I suppose...but once a infiltrator is caught or killed his 'dna' or oc game identifier can be stored so that the same infiltrator can't keep throwing himself at a bubble hoping to get lucky. Him or his organization wull have to send another ninja or modify his 'dna' so he isnt imediately flagged as an intruder.

     

    I'm presuming, naturally, that sensors and auto defences will be a thing. Also that 'dna' has to be manually entered into the system to allow for human cock ups or inside jobs.

  14. With the proviso that of a ninja or hacker is caught then his suit is 'remembered' by your security settings. If rhe ninja/hacker wants to try again he has to modify is suit which should take up time and rsources.

     

    This stops the 'kill, find, kill' process that could be tedious.

     

    Maybe bubbles could have degrees of sec? Full blaring horns sec diverts energy and manpower away from other tasks so couldn't be kept up for long.

     

    No sec

    Low sec

    medium sec

    high sec

    oh god oh god they're coming over the walls sec

     

    Something like that?

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