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Anopheles

Alpha Tester
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Everything posted by Anopheles

  1. Joao would find an argument in an empty room.
  2. "No, no sweeping generalizations are FINE when I do it."
  3. Each ship would have to be within that range of speeds for optimal accuracy. A ship going at 2000kph should struggle to lock onto and fire on a ship going faster than, say, 10000kph and vice versa. Though I'd be open to some wiggle room on those distances with talents.
  4. So much this. Most PVP, even in games like EVE and Elite Dangerous (which has the worst ever way to deal with this) can be avoided with care and effortt. The people who whine and whinge about pvp have; a) willingly joined a game with PVP and then started to insist "...but not for me, ever!" b) have no willingness to learn how to avoid pvp or to protect themselves from opportunistic attacks c) are too concerned for the health of pixels.
  5. Why choose to play chess then complain about nasty people taking your pieces when all the game is for is playing with the nice horsey?
  6. Make combat happen at relative speed. Say, the combatants have to be within 2-5000kph of each other.
  7. What part of freedom to choose how to act are people not understanding? I've had this argument with space truckers on ED many times. It's like choosing to play chess and then complaining that the other player is ruining your game by insisting on taking your pieces when you just want to enjoy playing with the nice horsey...
  8. As I've said elsewhere, to make pvp fun and dynamic, we need to get rid of the cubes of death and the only way to do that is make voxels useless for defence and put all the durability in some elements like engines, weapons, seats and so on (as to not have clusters of decorative elements used as armour) and also not allow elements to be placed on elements so that some voxels need to be placed and we dont end up with ugly collections of just engines, ailerons and fuel tanks. And I agree with a relative speed limit with a range of 2000kph between combatants.
  9. Sigh, I called the cubes of death in alpha. These solutions make sense, but to encourage plurality of design you have to make voxels themselves practically useless for defence and put all the durability in elements.
  10. You could... but it would limit what else you could take to help fill those 15mins gaps and it limits the amount if ore you can take. So, swings and roundabouts.
  11. Ore is measured from the surface it's beneath, it's not an absolute depth.
  12. If you land in one if these its impossible to manoeuvre your ship off it, you have to get in and fly off.
  13. If you could salvage afterwards, I would be that guy.
  14. Have you unbalanced your ship? I also notice you didn't say you'd put adjusters on the bottom. Ah.. it just hit me. Have you moved the core? If so check that its arrow is still pointing forward and on top of the cube.
  15. 1: you brake first (You should also have your fuel container near your seat) or 2: you have your seat and fuel can in a room/pilot pod.
  16. Also, put about 1% space fuel (and refuel in space) in and don't fill your atmosphere fuel tanks. Weight, weight,weight.
  17. Make a org, build up the core use and then litter Dual universe with ships and bases with craft with names like "will you be forgotten?" and "are you a dream butterfly" and sit back and watch people hold back the tears. Who's with me? Edit: it feels liberating to make a thread that isn't a request for practical assistance or about a game mechanic.
  18. Getting into space with a ship that was struggling to until I had only fumes in the atmospheric fuel tank. And then flying properly to Alioth without the crash and repair or log out brake techniques.
  19. My first session without a break. Yay.
  20. Familiarity has done its thing with the game opener, but in general they're pretty good.
  21. Be nice if they were colour/pattern tagged too, to make them easier to find in the queue.
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